-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

XV Broken/Blue Mary: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Matoshlee (talk | contribs)
Matoshlee (talk | contribs)
Line 90: Line 90:


==Normals==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
====Far A====
====Far A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_sta
|caption=
|description=
|name=Far A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far B====
====Far B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_stb
|caption=
|description=
|name=Far B
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}
====Far C====
====Far C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_stc
|caption=
|description=
|name=Far C
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far D====
====Far D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_std
|caption=
|description=
|name=Far D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
|description= * Enter move description here.
*  
*
*
}}
}}
}}




===Close Standing Normals===
===Close Standing Normals===
====Close A====
====Close A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_cla
|caption=
|description=
|name=Close A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Close B====
====Close B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_clb
|caption=
|description=
|name=Close B
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====Close C====
====Close C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_clc
|caption=
|description=
|name=Close C
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}


====Close D====
====Close D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_cld
|caption=
|description=
|name=Close D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
}}
}}
}}


===Crouch Normals===
===Crouch Normals===
====Crouch A====
====Crouch A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_cra
|caption=
|description=
|name=Crouch A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}
====Crouch B====
====Crouch B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_crb
|caption=
|description=
|name=Crouch B
* Placeholder
|data=
}}
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
 
====Crouch C====
====Crouch C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_crc
|caption=
|description=
|name=Crouch C
* Placeholder
|data=
}}
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
 
====Crouch D====
====Crouch D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_crd
|caption=
|description=
|name=Crouch D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Jump Normals===
===Jump Normals===
====Jump A====
====Jump A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_jha,bluemary_ja
|caption=
|name=jump A
|name=Jump A
|input=j.A
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump B====
====Jump B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_jhb,bluemary_jb
|caption=
|name=jump B
|name=Jump B
|input=j.B
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump C====
====Jump C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_jhc,bluemary_jc
|caption=
|name=jump C
|name=Jump C
|input=j.C
|data=
|description2=* Placeholder
{{AttackData-KOFXIV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXIV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump D====
====Jump D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=bluemary_jhd,bluemary_jd
|caption=
|name=jump D
|name=Jump D
|input=j.D
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Blowback===
===Blowback===
{{MoveData
====Blowback====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=bluemary_cd
|name=Stand CD
|description=
|data=
* Placeholder
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====ShatterStrike====
{{FrameDataCargo-KOFXV
|moveId=bluemary_236cd
|description=
*Placeholder
}}


{{MoveData
====jump CD====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=bluemary_jhcd,bluemary_jcd
|name=Jump CD
|name=jump D
|data=
|input=j.D
{{AttackData-KOFXV
|description2=* Placeholder
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}



Revision as of 02:20, 17 February 2022

Introduction

She currently works as a freelance special agent. Born from a long line of famous fighters, Blue Mary excels in all fighting styles, and more particularly, in Sambo Commando, a martial art that uses striking and grappling techniques.

Blue Mary has a strong bond with Terry Bogard.

Movelist

(*) = EX OK

(!) = MAX OK

[Input] = Hold input briefly.

Throws

Lock Kick - (close) / +

Viktor Throw - (close) / +

Command Normals

Hammer Arch - +

Double Rolling - +

Climbing Arrow - +

Special Moves

Straight Slicer - [ ] + / (*)

Crab Clutch (After Straight Slicer) - + /
Stun Fang (After EX Straight Slicer) - + /

Vertical Arrow - + / (*)

M.Snatcher (After Vertical Arrow) - + /

Spin Fall - + / (*)

M.Spider (After Spin Fall) - + /

Real Counter - + / (*)

Backdrop Real - + /

M.Breaker - + / (*)

Super Special Moves

M.Typhoon - (close) + / (!)

M.Splash Rose - + / (!)

Climax Super Special Moves

M.Dynamite Swing - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.A

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

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 9 3 1 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid command 4 2 (1) 2 20 -1 -3 - 70 (35+35) 120 (60+60)
  • Placeholder

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 5 4 15 +2 0 - 70 120
  • Placeholder

Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No results

jump jump

45 High - 4 9 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

No results

jump jump

45 High - 6 8 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

No results

jump jump

70 High - 7 9 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No results

jump jump

70 High - 8 9 1 on ground - - - 70 120
  • Placeholder

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 command 15 5 22 Wall Splat - HKD (gnd) (73 to 89) -4 - 100 160
  • Placeholder

ShatterStrike

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 - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump D
j.D
j.D


NO IMAGE FOUND

No results

jump jump

90 Mid - 17 7 1 on ground SKD - - 80 140
  • Placeholder

Throws

Lock Kick
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Viktor Throw
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Hammer Arch
6A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Double Rolling
4B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Climbing Arrow
3D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Straight Slicer
[4]6B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Crab Clutch
236B/D after D Straight Slicer
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Stun Fang
236A/C after EX Straight Slicer
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Vertical Arrow
623B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
M. Snatcher
623B/D after Vertical Arrow
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Spin Fall
236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
M. Spider
236A/C after C Spin Fall
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Real Counter
214A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Backdrop Real
236A/C after Real Counter
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


M. Breaker
623A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

M. Typhoon
6321463214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


M. Splash Rose
2363214A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


M. Dynamite Swing
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Misc

Videos

Blue Mary Reveal Trailer

Navigation

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters