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The King of Fighters XV/Najd: Difference between revisions

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<br>'''Hop:''' 32f
<br>'''Hop:''' 32f
<br>'''Backdash:''' 23f
<br>'''Backdash:''' 23f
<br>'''Run Speed Ranking:''' ?
<br>'''Run Speed Ranking:''' 3
<br>'''[https://replaytheater.app/?game=kofxv&c1=Najd Replays]'''
</big></div>]]<section end="image"/>
</big></div>]]<section end="image"/>
{{TOClimit|3}}   
{{TOClimit|3}}   
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| cons=
| cons=
* '''Horrific Defense''': It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normals and somewhat stubby rangs.
* '''Horrific Defense''': It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normal range.
* '''Lackluster Anti Air''': Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers.
* '''Lackluster Anti Air''': Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers.
* '''Struggles to get going''': Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups.
* '''Struggles to get going''': Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups.
* '''Problems with midrange''': Najd's normals, while not being bad, aren't as consistently strong as the high tiers. She either struggles with range, speed, recovery, or all of those issues. Her longer range moves such as Retribution of the Unknown and Heavy Blades of Purity have significant startup which can make it harder for her to control the midrange.
* '''Troubles with Safety''': Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure.
* '''Troubles with Safety''': Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure.
}}
}}
{{#ev:youtube|EbhKUrqEno0|||'''Character breakdown'''|frame}}


==Normals==
==Normals==
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|moveId=najd_fb
|moveId=najd_fb
|description=
|description=
* Decent poke
* Decent poke and preemptive hop check
* Whiffs against crouchers from farther away
* Whiffs against crouchers from farther away
}}
}}
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|moveId=najd_fc
|moveId=najd_fc
|description=
|description=
* Not the best suited for the task, but can stop incoming hops
* Fast, special cancellable poke
* Duckable
* Scores big combos when counterhitting hops
* Whiffs against characters with small crouching hurtboxes
}}
}}


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|description=
|description=
* Unique heavy starter that makes hitconfirming a breeze
* Unique heavy starter that makes hitconfirming a breeze
* Has higher than normal hitstun letting it combo into 236c
* Lousy anti air despite appearances
* Knocks down on air hit
* Knocks down on air hit
}}
}}
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|moveId=najd_2d
|moveId=najd_2d
|description=
|description=
* Decent sweep with good range and below average startup
* Decent sweep with good range but slower than average startup
* Whiff cancellable
* Whiff cancellable
* Boasts a long cancel window which can be used to surprise opponents attempting to take their turn back
* Boasts a long cancel window which can be used to surprise opponents attempting to take their turn back
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Very quick jump in
* Very quick jump in
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Primary air to air, fast and decent range
* Primary air to air, fast and decent range
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Dedicated crossup button, can hit from almost any height and lead into a combo
* Dedicated crossup button, can hit from almost any height and lead into a combo
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Placeholder
* Main jump in button
* Placeholder
* Can function as a preemptive air to air
* Placeholder
Placeholder
}}
}}


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|moveId=najd_cd
|moveId=najd_cd
|description=
|description=
* Placeholder
* Average standing cd in both range and startup
* Placeholder
* Delay cancel into 214b for relatively safe pressure when spaced
* Placeholder
* Excellent reward on hit after cancelling into 214b, puts her in range for ex rekkas
Placeholder
}}
}}


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|moveId=najd_236cd
|moveId=najd_236cd
|description=
|description=
* Placeholder
* Grants very lengthy and damaging combos on hit
* Placeholder
}}
* Placeholder
 
Placeholder
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=najd_214cd
|description=
*Same animation and range as her CD.
 
}}
}}


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|input=j.CD
|input=j.CD
|description2=
|description2=
* Placeholder
* Fairly standard j.cd
* Placeholder
* Greatly improved with the threat of anywhere juggle from level 3 dropkick
* Placeholder
Placeholder
}}
}}


==Rush Moves==
==Rush Moves==
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|name=Wings of Eternity
|name=Wings of Eternity
|description=
|description=
* Placeholder
* Combo filler and juggle extender
* Placeholder
* Frame traps from lights
* Placeholder
* Very long cancel window, allowing for single hit confirms on reaction
Placeholder
}}
}}


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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=najd_jac
|moveId=najd_jac
|name=Oroshi
|name=Storm of Valor
|description=
|description=
* Placeholder
* Mainly used in juggles
* Placeholder
* Cancellable into her air specials and supers
* Placeholder
* Can be used as an air to air that grants a full combo on hit
Placeholder
* Small horizontal range, but slightly disjointed
* Does not hit grounded opponents
}}
}}


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|name=Blade of Purity 1  
|name=Blade of Purity 1  
|input=236A/AC
|input=236A/AC
|captions=
|hitboxCaptions= Normal Version, EX Version
|description3=
|description2=
* Placeholder
* A version combos from lights, EX combos from heavies
* Placeholder
* EX switches sides
* Placeholder
* Unsafe
Placeholder
Rekka starter. The cornerstone of her combos, with EX opening up a lot more routes.
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=Blade of Purity 2  
|name=Blade of Purity 2  
|input=236A/AC~6P
|input=236A/AC~6P
|description3=
|hitboxCaptions= Normal Version, EX Version
|description2=
* Placeholder
* Placeholder
* Placeholder
* Placeholder
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|moveId=najd_236a6p6p,najd_236ac6p6p
|moveId=najd_236a6p6p,najd_236ac6p6p
|name=Blade of Purity 3
|name=Blade of Purity 3
|hitboxCaptions= Normal Version, EX Version
|input=236A/AC~6P~6P
|input=236A/AC~6P~6P
|description3=
|description2=
* Placeholder
* No juggle limit
* Placeholder
* Cancellable into 214D when it has charges
* Placeholder
Placeholder
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=Retribution of the Unknown
|name=Retribution of the Unknown
|input=236A/AC~6P~6P~214D
|input=236A/AC~6P~6P~214D
|hitboxCaptions= Level 1 and Level 2, Level 3 , Level 3 Anywhere Juggle Hitbox
|description3=
|description3=
* Placeholder
See the main section for Retribution of the Unknown below for information.
* Placeholder
* Placeholder
Placeholder
}}
}}


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|name=Blade of Purity
|name=Blade of Purity
|input=236C (~214D)
|input=236C (~214D)
|captions=
|hitboxCaptions= , Level 1 and Level 2, Level 3 , Level 3 Anywhere Juggle Hitbox
|description4=
|description4=
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.
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* Only combos from cl.C directly, or in juggles.
* Only combos from cl.C directly, or in juggles.
* Juggles into 236A in the corner.
* Juggles into 236A in the corner.
Placeholder
See the main section for Retribution of the Unknown below for information.
}}
}}


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|name=Unleashed Soul
|name=Unleashed Soul
|input=j214A/C/AC
|input=j214A/C/AC
|captions=
|hitboxCaptions= A Version, C and EX Versions
|description3=
|description3=
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.
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|name=Alluring Ruins
|name=Alluring Ruins
|input=63214A/C/AC
|input=63214A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
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|name=Anticipated Power
|name=Anticipated Power
|input=236B/D/BD
|input=236B/D/BD
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
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|name=Retribution of the Unknown
|name=Retribution of the Unknown
|input=214B/D/BD
|input=214B/D/BD
|hitboxCaptions= B and D - No Charge Version, , D - Level 1 and Level 2, D - Level 3 , D - Level 3 Anywhere Juggle Hitbox
|description6=
|description6=
Najd leaps forwards and attacks with an arc of energy.
Najd leaps forwards and attacks with an arc of energy.
* Numbers in [] indicate values against a crouching opponent.
* All versions only combo from heavies.
* All versions only combo from heavies.
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
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|name=Virtue of Deceit
|name=Virtue of Deceit
|input=236236A/C/AC
|input=236236A/C/AC
|captions=
|hitboxCaptions= Normal Version, , , Max Version
|description3=
|description3=
Najd unleashes a pulsating series of jaws that travels further and further.
Najd unleashes a pulsating series of jaws that travels further and further.
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|name=Circling Rotation
|name=Circling Rotation
|input=214214A/C/AC
|input=214214A/C/AC
|captions=
|hitboxCaptions= Normal Version, , Max Version
|description3=
|description3=
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
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|name=Circling Rotation (air)
|name=Circling Rotation (air)
|input=j214214A/C/AC
|input=j214214A/C/AC
|captions=
|hitboxCaptions= Normal Version, , , Max Version
|description3=
|description3=
Najd spins clockwise in the air, creating a swirl of energy.
Najd spins clockwise in the air, creating a swirl of energy.
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Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.
* The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
* The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
* Placeholder
* If you use this super on wake up in the corner, be warned that the opponent can jump over and ruin your day.
* Placeholder
* As an anti-air option, it works.
Placeholder
 
}}
}}



Latest revision as of 02:10, 2 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Najd is a very quiet person dressed with an Abaya (traditional Saudi garment) with extraordinary powers. At night, she puts on her Abaya and turns into a vigilante to protect her fellow citizens.
In contrast to her mysterious appearance, she is a college student during the day.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Piercing Malice - / +

Blinding Mercy - / +

Command Normals

Wings of Eternity - +

Storm of Valor - + (Air Only)

Special Moves

Blade of Purity 1 - + (*)

┗Blade of Purity 2 - + /
┗Blade of Purity 3 - + /
┗Retribution of the Unknown - + (Requires at least 1 Anticipated Power charge)

Blade of Purity - + (*)

┗Retribution of the Unknown - + (Requires at least 1 Anticipated Power charge)

Unleashed Soul - + + (*) (Midair Only)

Alluring Ruins - + / (*)

Anticipated Power - + / (*)

Retribution of the Unknown (Lv.0) - + (*)

Retribution of the Unknown (Lv.0-3) - +

Super Special Moves

Virtue of Deceit - + / (!)

Circling Rotation - + / (!) (Midair OK)

Climax Super Special Moves

Roaring Justice - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere, light starter
Anywhere, heavy starter

2B > 2A > 236A > 6P > 6P = 141 dmg
cl.C/2C > 6A > 236A > 6P > 6P = 215 dmg

½ Meter

Anywhere, light starter
Anywhere, heavy starter

2B > 2A > 236BD = 146 dmg
cl.C/2C > 6A > 236AC > 6P > 6P, dl. 6A > 236C = 316 dmg

1 Meter

Anywhere
Anywhere

2B > 2A > 236A > 6P > 6P > 214214P, dl. 236A > dl. 6P > 6P = 310 dmg
cl.C/2C > 6A > 214B > j.214214P = 396 dmg

2 Meter

Anywhere
Corner

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

Gameplay Overview

Najd returns from KOF XIV boasting excellent speed, oppressive mixups, and explosive damage. With her assortment of tools, she is able to access strong knockdowns that lead into powerful sequences that can easily allow Najd to snowball the match in her favor.

Najd has several forward advancing options that allow her to cover multiple odd angles and launch an offensive. Her special moves such as Retribution of the Unknown, Heavy Blade of Purity, and Unleashed Soul let her mount a strong approach against the opponent. Coupled with her excellent run speed, this allows Najd to quickly turn the neutral game in her favor at any point in the match. Her air normals such as j.B and j.CD also let her land crucial air to airs fairly consistently.

Once Najd wins the neutral game, her strengths really begin to shine. Najd has a plethora of mixup tools to crack open the opponent's guard. Her j.C serves as an excellent crossup tool, she has good frametrap options with 2A<6A and 6A<Heavy Retribution for the Unknown, both of which leave her safe, and her Alluring Ruins is a command grab that can lead to full combos if you use the EX version. When Najd finally lands the hit, she can deal insane damage for a low amount of bar thanks to her Retribution of the Unknown special move dealing massive damage and setting up for great juggles once it's leveled up (Anticipated Power and Retribution of the Unknown will be further explained below). She can dish out a monstrous amount of damage which can easily let her steal a round from the opponent.

However, Najd has some considerable weaknesses. She has the absolute worst defense in the game. Najd's only invincible reversal is a 7 frame startup level 2 super, Circling Rotation. Despite her having decent normals on the air and ground, her range and hitboxes leave a bit to be desired against some of the higher tier characters in the game. She also struggles to anti air consistently from the ground. Her 2C, despite having a decent hitbox, has a considerable amount of recovery which makes it risky to use often. Finally, to set up her offense, she has to land her hitgrab special, Anticipated Power. This means that it might be a lot harder for Najd to get going if you don't land this special move.

Najd is a character of very high highs and very low lows. If you want an explosive speedster who can convert any potential situation into a winning sequence, then Najd is definitely a character you want to try.

Anticipated Power & Retribution of the Unknown

Najd's Retribution of the Unknown has been completely overhauled from its iteration in KOF XIV. Instead of being a negative edge type special move where holding down certain buttons for an extended period of the time increased the power of the move, it is now a special that levels up by landing her new hitgrab special, Anticipated Power.

Retribution of the Unknown is the source of Najd's insane damage potential. It starts at level zero and can be leveled up to a maximum level of three throw Anticipated Power. The level zero version of Retribution of the Unknown is a fairly weak tool that doesn't do much beyond allow for unleveled combo extensions. Each leveled version of Retribution of the Unknown can be cancelled into from her Light Blades of Purity special. The level 1 version of the move deals increased damage and puts the opponent in a fully juggleable state. It also travel further and is safe on block. The level 2 version does increased damage and launches the opponent higher, allowing for stronger combos. The level 3 version does the most damage, gives the best launch, and has an anywhere juggle property, meaning that she can turn any stray air to air into a deadly combo.

Anticipated power is a slow, punishable hitgrab that grants Najd a level for Retribution of the Unknown. The EX version of the move gives Najd two levels and has an anywhere juggle property. You will be fishing to land this move the whole match until it lands. Once she can land Anticipated Power, she gains access to an incredibly strong knockdown. She can use that opportunity to land the next mixup and potentially win the round based on how much meter she has. It's important to confirm into this move whenever you can since it forms the backbone of her gameplan.

Najd is a speedy rushdown character with explosive conversions and powerful offense.
Pros Cons
  • Excellent Speed: Najd has amazing run speed and an aggressive hop arc. She excels in outmaneuvering the opponent and landing stray hits from the air or ground. Her advancing special moves bolster her powerful aggression.
  • Catastrophic Damage: Najd can land devastating combos once she gains levels on her Retribution of the Unknown special. Once she has levels, it doesn't take much meter to melt the opponent's health bar. Najd's combo routing is also very flexible which allows her to either meter dump or land an Anticipated Power to put her in another excellent position.
  • Good Mixup Tools: j.C, cl.D, Alluring Rains, and her run speed give Najd various ways to mix up the opponent. Her stronger mixup tools can lead to her easily accessing her win condition. She is also very good at making the opponent guess between a wide range of potential tools on defense.
  • Anywhere Juggle: Najd has multiple ways of accessing anywhere juggle. EX Anticipated Power is a decent anywhere juggle move which immediately gives Najd her win condition. And, while it is rare to get, level 3 Retribution of the Unknown also has the anywhere juggle property which can make the opponent sweat as long as she has it.
  • Answers to fireballs: Heavy Blade of Purity and Virtue of Deceit allow her to effectively punish the opponent for throwing projectiles. In addition to this, Retribution of the Unknown puts Najd in an airborne state. This allows her to leap over grounded fireballs like Power Wave.
  • Horrific Defense: It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normal range.
  • Lackluster Anti Air: Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers.
  • Struggles to get going: Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups.
  • Troubles with Safety: Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure.


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 special 6 4 8 +3 +1 - 30 60
  • Fast hop check
  • Whiffs on crouchers unless they're in a hit state
  • Slightly more range than 2a makes it useful combo filler

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 13 -2 -4 - 30 60
  • Decent poke and preemptive hop check
  • Whiffs against crouchers from farther away

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 special 8 4 19 -2 -4 - 70 120
  • Fast, special cancellable poke
  • Scores big combos when counterhitting hops
  • Whiffs against characters with small crouching hurtboxes

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 10 7 17 -3 -5 - 70 120
  • Excellent long range poke that hits both standing and crouching
  • Has slight forward movement that improves its reach

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 command 4 3 6 +6 +4 - 30 60
  • Tons of frame advantage, can be linked into cl.C
  • Useful for frame trapping

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 command 5 4 7 +4 +2 - 30 60
  • Standing low
  • Preferable to 2b at point blank due to having more damage and frame advantage while possessing the same startup

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 (15*3+25) Mid command 5 2 (3) 2 (3) 2 (6) 2 20 +1 -3 - 70 (15*3+25) 120 (20*3+60)
  • Unique heavy starter that makes hitconfirming a breeze
  • Has higher than normal hitstun letting it combo into 236c
  • Lousy anti air despite appearances
  • Knocks down on air hit

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 High super 22 2 20 +1 -3 - 80 120
  • Overhead that can be somewhat difficult to react to
  • Decent reward when cancelled into 214214p

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 command 4 4 8 +3 +1 - 30 60
  • Combo filler and pressure button
  • Plus on block

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 self, super 5 4 9 +2 0 - 15 30
  • Average 2b, doesn't lead into much on its own

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 6 26 -11 -13 - 70 120
  • Decent anti air
  • High whiff recovery, so don't fish for it
  • Amazing reward on counterhit when cancelled into rekkas

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 10 4 19 SKD (+26) -4 - 70 120
  • Decent sweep with good range but slower than average startup
  • Whiff cancellable
  • Boasts a long cancel window which can be used to surprise opponents attempting to take their turn back

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 4 5 1 on ground - - - 30 50

jump A jump A

45 High special 4 5 1 on ground - - - 30 60
  • Very quick jump in
  • Poor horizontal range makes it ineffective as an air to air

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 - 6 6 1 on ground - - - 30 50

jump B jump B

35 High - 6 6 1 on ground - - - 30 60
  • Primary air to air, fast and decent range
  • Easily combos into anywhere juggle 236bd from forward hops/jumps

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

jump C jump C

70 Mid - 12 4 1 on ground - - - 70 120
  • Dedicated crossup button, can hit from almost any height and lead into a combo
  • Excellent as a hop crossup against crouchers
  • Can crossup standing short characters from a hyper hop

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 - 9 6 1 on ground - - - 70 100

jump D jump D

70 High - 9 6 1 on ground - - - 70 120
  • Main jump in button
  • Can function as a preemptive air to air

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 4 23 Wall Splat (+73~+89) / SKD (Air hit) -4 - 100 160
  • Average standing cd in both range and startup
  • Delay cancel into 214b for relatively safe pressure when spaced
  • Excellent reward on hit after cancelling into 214b, puts her in range for ex rekkas

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
  • Grants very lengthy and damaging combos on hit

AdvanceStrike

AdvanceStrike
214CD
214CD

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

Jump CD

jump CD
j.CD
j.CD

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 - - 80 120

jump CD jump CD

90 Mid special 14 7 1 on ground SKD - - 80 140
  • Fairly standard j.cd
  • Greatly improved with the threat of anywhere juggle from level 3 dropkick

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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Throws

Piercing Malice
(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 (+49) Unblockable - 0 0
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Blinding Mercy
(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 (+27) Unblockable - 0 0
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Command Moves

Wings of Eternity

Wings of Eternity
6A
6A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 [45] Mid special 17 [15] 4 17 0 -2 - 40 110 [80]
  • Combo filler and juggle extender
  • Frame traps from lights
  • Very long cancel window, allowing for single hit confirms on reaction

Storm of Valor

Storm of Valor
jAC
jAC

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 (40+40) ? special 9 2 (4) 3 1 on ground - - - 80 (40+40) ?
  • Mainly used in juggles
  • Cancellable into her air specials and supers
  • Can be used as an air to air that grants a full combo on hit
  • Small horizontal range, but slightly disjointed
  • Does not hit grounded opponents

Special Moves

Blade of Purity 1

Blade of Purity 1
236A/AC
236A/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

30 Mid super 8 3 24 -6 -10 - 20 30

AC AC

30 Mid - 15 3 24 -6 -10 - 0 30
  • A version combos from lights, EX combos from heavies
  • EX switches sides
  • Unsafe

Rekka starter. The cornerstone of her combos, with EX opening up a lot more routes.

Blade of Purity 2
236A/AC~6P
236A/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

40 Mid super 9 4 25 -8 -12 - 20 30

AC AC

40 Mid - 9 4 25 -8 -12 - 0 30
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Blade of Purity 3
236A/AC~6P~6P
236A/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

54 (13*3+15) Mid super, 214D 8 14 30 SKD (+23) -14 - 30 (5*3+15) <30

AC AC

30 (5+4*4+9) Mid - 12 3 (11) 1 (1) 1 (1) 1 (1) 1 (1) 1 35 Juggle (+58) -25 - 0 <70
  • No juggle limit
  • Cancellable into 214D when it has charges
Retribution of the Unknown
236A/AC~6P~6P~214D
236A/AC~6P~6P~214D

Level 1 and Level 2
Level 3
Level 3 Anywhere Juggle Hitbox

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

D Level 1 D Level 1

120 Mid super 18 6 15 Juggle (+84) -2 - 100 120

D Level 2 D Level 2

140 Mid super 18 6 15 Juggle (+83) -2 - 120 140

D Level 3 D Level 3

180 Mid super 18 6 15 Juggle (+101) -2 - 160 180

See the main section for Retribution of the Unknown below for information.

Blade of Purity

Blade of Purity
236C (~214D)
236C (~214D)

Level 1 and Level 2
Level 3
Level 3 Anywhere Juggle Hitbox

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

C C

120 (20*3+60) Mid super, 214D 21 14 18 SKD (+36) -2 - 105 (15*3+60) 120 (20*3+60)

D Level 1 D Level 1

120 Mid super 18 6 15 Juggle (+80) -2 (Close Range) to 2 (Max Range) - 100 120

D Level 2 D Level 2

140 Mid super 18 6 15 Juggle (+80) -2 (Close Range) to 3 (Max Range) - 120 140

D Level 3 D Level 3

180 Mid super 18 6 15 Juggle (+99) -2 (Close Range) to 3 (Max Range) - 160 180

Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.

  • Negates regular projectiles and will not lose any hits doing so.
  • Only combos from cl.C directly, or in juggles.
  • Juggles into 236A in the corner.

See the main section for Retribution of the Unknown below for information.

Unleashed Soul

Unleashed Soul
j214A/C/AC
j214A/C/AC

A Version
C and EX Versions

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

B B

100 Mid super 15 16 10 on ground - - - 100 100

D D

60 Mid super 15 Active until landing 17 on ground - - - 60 60

BD BD

120 Mid - 15 Active until landing 15 on ground - - - 0 120

Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.

  • Normal versions cannot be performed during a back jump.
    • However, if Najd manages to hit the opponent in the air with cancellable air normal (i.e. j.A, j.CD, j.AC) during a back jump, she is instead able to cancel said normals into this move.
  • All versions can be done during a backdash.
  • Placeholder

Placeholder

Alluring Ruins

Alluring Ruins
63214A/C/AC
63214A/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

130 (10+20+30+20+50) N/A - 6 1 45 KND (+38) Unblockable - 0 N/A

C C

130 (10+20+30+20+50) N/A - 6 1 45 KND (+38) Unblockable - 0 N/A

AC AC

130 (20+20+30+10*6) N/A - 6 1 45 Juggle (+74) Unblockable - 0 N/A
  • Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
  • EX version sets up a juggle, but adds 30% scaling.
  • Outside of the corner, Najd has very limited options off an EX command grab unless she has 2 or more Anticipated Power charges available.

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Anticipated Power

Anticipated Power
236B/D/BD
236B/D/BD

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

80 (0+15*4+20) N/A - 13 2 44 HKD (+69) -27 - 0 0

D D

80 (0+15*4+20) N/A - 13 2 44 HKD (+69) -27 - 0 0

BD BD

120 (0+20*4+40) N/A - 13 2 44 HKD (+69) -27 - 0 0
  • Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
  • All versions combo from lights.
  • EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.
  • Regular versions gives her one charge on hit, EX gives two.
  • Najd can hold up to 3 charges. The charges do not carry over rounds but will not be lost over time.

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Retribution of the Unknown

Retribution of the Unknown
214B/D/BD
214B/D/BD

B and D - No Charge Version
D - Level 1 and Level 2
D - Level 3
D - Level 3 Anywhere Juggle Hitbox

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

B B

80 Mid super 18 6 18 SKD (+30 [+32]) [-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block. - 60 80

D Level 0 D Level 0

80 Mid super 18 6 18 SKD (+30 [+32]) [-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block. - 60 80

D Level 1 D Level 1

120 Mid super 18 6 15 Juggle (+80) -2 (Close Range) to 2 (Max Range) - 100 120

D Level 2 D Level 2

140 Mid super 18 6 15 Juggle (+80) -2 (Close Range) to 3 (Max Range) - 120 140

D Level 3 D Level 3

180 Mid super 18 6 15 Juggle (+99) -2 (Close Range) to 3 (Max Range) - 160 180

BD BD

140 N/A - 18 6 15 SKD (+37 [+39]) [-2 (Close Range) to 3 (Max Range)] - Stand block and tall crouching characters / [0 (Close Range)] - Average and small crouching characters block. - 0 120

Najd leaps forwards and attacks with an arc of energy.

  • All versions only combo from heavies.
  • B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
  • D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.
  • Najd leaps progressively further and faster the more charges she accumulates.
    • At level 3, this move gains anywhere juggle properties. Just like with K's EX Minute Spike, an additional 25% scaling penalty is added if this move connects in this manner.
  • EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.

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Super Special Moves

Virtue of Deceit

Virtue of Deceit
236236A/C/AC
236236A/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 A

200 (25*6+50) Min: 97 Mid advanced, climax 8 3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3 50 HKD (+47) -28 Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames) 0 0

C C

200 (25*6+50) Min: 97 Mid advanced, climax 8 3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3 50 HKD (+47) -28 Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames) 0 0

AC AC

350 (20*15+50) Min: 175 Mid climax 8 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 50 HKD (+48) -27 Full Body: 1 to 13 (13 Frames) 0 0

Najd unleashes a pulsating series of jaws that travels further and further.

  • Regular versions reach about 80% of the screen while the MAX version reaches almost full screen.
  • Regular versions negate super projectiles while the MAX version negates MAX super projectiles.
  • Loses damage if the opponent is not in range to receive all the hits - more hits whiff the further away they are.
  • Possess projectile invincibility, allowing regular versions to beat MAX projectiles like those from Maxima and Ryo if properly timed.

Placeholder

Circling Rotation

Circling Rotation
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 A

130 Mid advanced, climax 15 6 43 Juggle (+67) -30 Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames) 0 0

C C

130 Mid advanced, climax 15 6 43 Juggle (+67) -30 Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames) 0 0

AC AC

230 (50*3+80) Mid climax 10 8 48 Juggle (+72) -31 Full Body: 1 to 15 (15 Frames) 0 0
  • Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
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Circling Rotation (air)

Circling Rotation (air)
j214214A/C/AC
j214214A/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 A

250 Mid - 7 8 30 on ground HKD (+49) -58 Full Body: 1 to 3 (3 Frames) 0 0

C C

250 Mid - 7 8 30 on ground HKD (+49) -58 Full Body: 1 to 3 (3 Frames) 0 0

AC AC

390 (80*3+150) Mid - 7 8 30 on ground HKD (+53) -58 Full Body: 1 to 14 (14 Frames) 0 0

Najd spins clockwise in the air, creating a swirl of energy.

  • Despite the animation, does not hit behind Najd.
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Climax Super Special Moves

Roaring Justice

Roaring Justice
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
440 (0+30*3+150+200) Min: 270 Mid - 11 30 67 HKD (+12) -78 Full Body: 1 to 18 (18 Frames) 0 0

Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.

  • The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
  • If you use this super on wake up in the corner, be warned that the opponent can jump over and ruin your day.
  • As an anti-air option, it works.

Misc

Alternate Colors

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


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Najd Reveal Trailer
The King of Fighters XV

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