| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.
| pros=
| pros=
* Can deal a large amount of guard damage
* Deals big damage.
* Strong frame traps
* Huge pokes, such as his cancelable 5B.
* Gets anti-air combos off of heavy pokes.
* Has string mixups with his dash grab (624D).
| cons=
| cons=
* Only one low which is 2B
* Limited low conversions.
* No sweep.
* Slow normals can lead to devastating whiffs.
}}
}}
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|moveId=antonov_sta
|moveId=antonov_sta
|description=
|description=
* Placeholder
* Basic anti-air.
Antonov is tall enough to anti-air both jumps and hops with his jab.
}}
}}
====Far B====
====Far B====
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|moveId=antonov_stb
|moveId=antonov_stb
|description=
|description=
* Placeholder
* Long, fast, and cancelable.
Great poke. Needs meter to combo, so it's mostly used for frametrap/grab mixups.
}}
}}
====Far C====
====Far C====
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|moveId=antonov_stc
|moveId=antonov_stc
|description=
|description=
* Placeholder
* Puts opponents into a juggleable state.
* Duckable.
Massive high poke. Allows for Super / Max Mode combos even if it hits airborne opponents.
}}
}}
====Far D====
====Far D====
Line 112:
Line 120:
|moveId=antonov_std
|moveId=antonov_std
|description=
|description=
* Placeholder
* Puts opponents into a juggleable state.
* Duckable.
An even bigger version of 5C, but only converts into Max Mode. Can whiff punish slower pokes (like Iori's 5D) but is terribly vulnerable on startup.
}}
}}
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Line 144:
|moveId=antonov_clc
|moveId=antonov_clc
|description=
|description=
* Placeholder
* Main combo starter. Fast and reliable.
}}
}}
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Line 151:
|moveId=antonov_cld
|moveId=antonov_cld
|description=
|description=
* Placeholder
* Slow and high: Hardly connects after jump-ins.
* Has two target combos: close 5D,D and 5D,C.
}}
}}
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Line 160:
|moveId=antonov_cra
|moveId=antonov_cra
|description=
|description=
* Placeholder
* Antonov's fastest normal.
An easier alternative to his 2B confirms.
}}
}}
====Crouch B====
====Crouch B====
Line 155:
Line 167:
|moveId=antonov_crb
|moveId=antonov_crb
|description=
|description=
* Placeholder
* Antonov's only low normal.
Meterless he has to contend with a string of 2Bs into a frametrap / 624D mixup, or a hard read on a 623P cancel. With meter he can combo into 214AC for 193 damage and a hard knockdown. Max Mode is what makes it really threatening.
}}
}}
====Crouch C====
====Crouch C====
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Line 174:
|moveId=antonov_crc
|moveId=antonov_crc
|description=
|description=
* Placeholder
* Cancelable heavy that isn't range dependent.
}}
}}
====Crouch D====
====Crouch D====
Line 167:
Line 180:
|moveId=antonov_crd
|moveId=antonov_crd
|description=
|description=
* This move has two hits with both of them being an overhead
* Two hit overhead attack.
* Knocks down and sets up a hop D safejump.
The 1st hit can be canceled into Max Mode for big combos, or you can confirm the 2nd hit into the 236236K launch super for less damage.
}}
}}
Line 190:
Line 205:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=* Placeholder
|description2=
* Main jump-in. Gets you the closest to the opponent.
* Cancelable into 236P Bering Wave and its feint.
* Reliably crosses up on big bodied characters.
Bering Wave cancels from jump-ins are unfortunately both interruptable and unsafe, and doesn't really reward you with anything (other than making the opponent keep more things in mind). If you somehow manage to air-to-air with it they will land on a meaty Bering Wave leaving you very plus.
}}
}}
====Jump D====
====Jump D====
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Line 216:
|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=* Placeholder
|description2=
* Solid air poke that nets you 2B combos at tip range.
}}
}}
Line 205:
Line 225:
|moveId=antonov_cd
|moveId=antonov_cd
|description=
|description=
* Placeholder
* Has upper body Auto Guard.
Mid screen conversions are limited to roll into 236236K launcher or simply running up and applying a meaty Bering Wave.
}}
}}
Line 220:
Line 242:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Placeholder
|description2=
* Sweeping motion.
* Duckable (except by tall characters).
Covers the area above j.D. Cancels into the Bering Wave.
}}
}}
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Line 254:
|name=President Lift
|name=President Lift
|input=(close) 4/6C
|input=(close) 4/6C
|description=* Placeholder
|description=* Hard knockdown into a hyper hop safejump.
}}
}}
===President Toss===
===President Toss===
Line 245:
Line 270:
|name=President Binta
|name=President Binta
|input=6A
|input=6A
|description=* Placeholder
|description=
* String extender and part of his frametrap game.
* Unsafe if not canceled.
* Forces stand, allowing 623P combos.
}}
}}
===Target Combo 1===
===Target Combo 1===
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|name=Target Combo 1
|name=Target Combo 1
|input=DC
|input=DC
|description=* Does a combined 240 guard damage making it great for applying pressure. Also is command cancelable into 6A
|description=
* Can be delayed which has uses in making the opponent guess if you attempted a reset
* Does a combined 240 guard damage making it great for applying pressure.
* Can be pushed out of range of the last hit causing it to wiff
* j.C, short run, 5D,C > 6A > 214P depletes more than half the guard gauge, but the the 6A might best be left out for consistency, it also kills the comboability.
* Very delayable.
}}
}}
===Target Combo 2===
===Target Combo 2===
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|name=Target Combo 2
|name=Target Combo 2
|input=DD
|input=DD
|description=* Does a combined 240 guard damage making it great for applying pressure. Also is command cancelable into 6A
|description=
* Can be delayed which has uses in making the opponent guess if you attempted a reset
* Does more damage than 5D,C but is duckable.
* the last hit can wiff crouching opponents
* Preferred combo starter for punishing DPs etc, when you don't have time for a jump attack.
}}
}}
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|name=Whale Stream
|name=Whale Stream
|input=214A/C/AC
|input=214A/C/AC
|description3=* Placeholder
|description3=
'''A version:''' Poke / anti-air / frametrap tool. Whenever it hits just cancel into super and start dumping all the meter you have on them. Key move.
----
'''C version:''' Much slower but with Auto Guard during its wind-up. Can be utilized to blow up C projectiles. Causes hard knockdown which can be followed up by the 236236K super in the corner.
----
'''EX version:''' Has the speed and the Auto Guard, but not the safety. Used in 2B combos, and leads to a 236236K launch super in the corner.
}}
}}
===Vertical Macho===
===Vertical Macho===
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|name=Vertical Macho
|name=Vertical Macho
|input=623A/C/AC
|input=623A/C/AC
|description3=* Placeholder
|description3=
'''A/C version:''' No invulnerability. Causes hard knockdown. Can be canceled into Bering Wave / feint just before the 2nd hit comes out (even on whiff). Terrible for anti-airing. C version doesn't hit crouchers.
----
'''EX version:''' Full invulnerability & wall bounces for damaging follow-ups. Can be canceled into EX Bering Wave (costs another 50% meter) to avoid the wall bounce and go other combo routes.
}}
}}
===Gigantic Back===
===Gigantic Back===
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|name=Gigantic Back
|name=Gigantic Back
|input=63214B/BD
|input=63214B/BD
|description2=* When spaced the move the move becomes much safer but still minus
|description2=
'''B version:''' Combo extender for 236236K > 5D combo routes. Looks identical to the 624D grab move and can be used to catch people jumping away from it on reaction, but it's a big risk for something that barely is reactable anyway (as long as you layer your mixups properly).
----
'''EX version:''' Combo extender that causes a crumple stun.
}}
}}
===Gigantic Back Press===
===Gigantic Back Press===
Line 293:
Line 334:
|name=Gigantic Back Press
|name=Gigantic Back Press
|input=63214D
|input=63214D
|description=* Placeholder
|description=
* Antonov dashes in and grabs.
* Key part in mixing up his frametrap strings.
}}
}}
===Bering Wave===
===Bering Wave===
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|name=Bering Wave
|name=Bering Wave
|input=j.236A/C/AC
|input=j.236A/C/AC
|description3=* Placeholder
|description3=
'''A version:''' Sends out a shockwave that gives big frame advantage if it's set up to be blocked late (ie. after knockdowns and air resets). Has an annoying height limit that the other versions doesn't have. Does not hit behind Antonov.
----
'''C version:''' A feint. Can be performed much lower than the A version, but then it's not much of a feint.
----
'''EX version:''' A shockwave that quickly goes 3/4 of the screen and clears any projectiles (even high ones like Robert's). Counts as a low attack yet can't be backdashed over. Can be performed very low to the ground. Still does not hit behind Antonov. Doesn't have nearly the +frame capabilities of the A version.
}}
}}
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Line 358:
|name=Tunguska Bomber
|name=Tunguska Bomber
|input=236236A/C/AC
|input=236236A/C/AC
|description3=* Placeholder
|description3=* Invincible startup.
* A has a steep angle while C goes further.
* Tends to whiff vs crouching opponents.
}}
}}
===Kamchatka Collapse===
===Kamchatka Collapse===
Line 316:
Line 367:
|name=Kamchatka Collapse
|name=Kamchatka Collapse
|input=236236B/D/BD
|input=236236B/D/BD
|description3=* Placeholder
|description3=* Launching kick.
* Can pick opponents up Off-The-Ground for combo extenders after his many hard knockdowns.
}}
}}
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|name=Kosmos Regression
|name=Kosmos Regression
|input=2141236CD
|input=2141236CD
|description=* Placeholder
|description=* Travels 3/4 of the screen, and is invincible for the first half of it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
super
10
4
20
-3
-5
-
70
120
Slow and high: Hardly connects after jump-ins.
Has two target combos: close 5D,D and 5D,C.
Crouch Normals
Crouch A
No results
No results
No results
NO IMAGE FOUND
No results
Antonov's fastest normal.
An easier alternative to his 2B confirms.
Crouch B
No results
No results
No results
NO IMAGE FOUND
No results
Antonov's only low normal.
Meterless he has to contend with a string of 2Bs into a frametrap / 624D mixup, or a hard read on a 623P cancel. With meter he can combo into 214AC for 193 damage and a hard knockdown. Max Mode is what makes it really threatening.
Crouch C
No results
No results
No results
NO IMAGE FOUND
No results
Cancelable heavy that isn't range dependent.
Crouch D
No results
No results
No results
NO IMAGE FOUND
No results
Two hit overhead attack.
Knocks down and sets up a hop D safejump.
The 1st hit can be canceled into Max Mode for big combos, or you can confirm the 2nd hit into the 236236K launch super for less damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
SP
9
5
1 on ground
-
-
-
70
100
jump
jump
70
High
SP
9
6
1 on ground
-
-
-
70
120
Main jump-in. Gets you the closest to the opponent.
Cancelable into 236P Bering Wave and its feint.
Reliably crosses up on big bodied characters.
Bering Wave cancels from jump-ins are unfortunately both interruptable and unsafe, and doesn't really reward you with anything (other than making the opponent keep more things in mind). If you somehow manage to air-to-air with it they will land on a meaty Bering Wave leaving you very plus.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
8
6
1 on ground
-
-
-
70
100
jump
jump
70
High
-
8
7
1 on ground
-
-
-
70
120
Solid air poke that nets you 2B combos at tip range.
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
19
5
23
Wall Splat - HKD (gnd) (72 to 88)
-5
Upper Body Armor: 10 to 14 (5 frames)
100
160
Has upper body Auto Guard.
Mid screen conversions are limited to roll into 236236K launcher or simply running up and applying a meaty Bering Wave.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
80
Mid
SP
15
6
1 on ground
SKD
-
-
80
120
jump
jump
90
Mid
SP
15
6
1 on ground
SKD
-
-
80
140
Sweeping motion.
Duckable (except by tall characters).
Covers the area above j.D. Cancels into the Bering Wave.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
156 (80+80)
Mid
all
8
6
17
SKD (31)
-4
-
140 (70+70)
240 (120+120)
Does a combined 240 guard damage making it great for applying pressure.
j.C, short run, 5D,C > 6A > 214P depletes more than half the guard gauge, but the the 6A might best be left out for consistency, it also kills the comboability.
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
176 (80+100)
Mid
all
8
3
26
SKD (34)
-10
-
140 (70+70)
240 (120+120)
Does more damage than 5D,C but is duckable.
Preferred combo starter for punishing DPs etc, when you don't have time for a jump attack.
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
90
Mid
super
19
4
20
SKD (32)
-5 (Close) to -4 (Max Range)
-
60
80
C
C
120
Mid
SP
28
4
22
HKD (64)
-3 (Close) to 0 (Max Range)
Upper Body Armor: 5 to 10 (6 frames)
80
100
AC
AC
151 (50+60+60)
Mid
-
14
5
22
HKD (64)
-8 (Close) to -7 (Max Range)
Upper Body Armor: 3 to 8 (6 frames)
0
130 (40+40+50)
A version: Poke / anti-air / frametrap tool. Whenever it hits just cancel into super and start dumping all the meter you have on them. Key move.
C version: Much slower but with Auto Guard during its wind-up. Can be utilized to blow up C projectiles. Causes hard knockdown which can be followed up by the 236236K super in the corner.
EX version: Has the speed and the Auto Guard, but not the safety. Used in 2B combos, and leads to a 236236K launch super in the corner.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
(97) 40+60
Mid
-
6
3 (10) 5
32 (14 on ground)
SKD (26: Tech / 53: Non-tech)
-31
Full body against Physical Air Strike: 1 to 8 (8 Frames)
100 (60+40)
60
C
C
145 (60+90)
Mid
-
8
3 (8) 5
39 (14 on ground)
HKD (61)
-36
Upper Body: 1 to 7 (7 Frames)
120 (60+60)
60
AC
AC
131 (40+20+20+80)
Mid
-
9
2 (1) 2 (1) 2 (10) 6
35 (14 on ground)
Wall Bounce - SKD (50: Tech / 88: Non-tech)
-40
Full Body: 1 to 11 (11 Frames)
0
60
A/C version: No invulnerability. Causes hard knockdown. Can be canceled into Bering Wave / feint just before the 2nd hit comes out (even on whiff). Terrible for anti-airing. C version doesn't hit crouchers.
EX version: Full invulnerability & wall bounces for damaging follow-ups. Can be canceled into EX Bering Wave (costs another 50% meter) to avoid the wall bounce and go other combo routes.
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
90
Mid
super
19
9
20
SKD (34: Tech / 74: Non-tech)
-8 (Close) to 0 (Max Range)
-
80
100
BD
BD
110
Mid
-
19
9
24
Crumple - HKD (85)
-14
Low Body: 19 to 27 (9 Frames)
-
120
B version: Combo extender for 236236K > 5D combo routes. Looks identical to the 624D grab move and can be used to catch people jumping away from it on reaction, but it's a big risk for something that barely is reactable anyway (as long as you layer your mixups properly).
EX version: Combo extender that causes a crumple stun.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80
Mid
-
21~27
25
15
SKD
-9 (Close) to 11 (Max Range)
-
60
80
C
C
-
N/A
-
-
-
9 on ground
-
-
-
N/A
N/A
AC
AC
110
Low
-
16~21
25
10
SKD
-6 (Close) to 14 (Max Range)
-
-
120
A version: Sends out a shockwave that gives big frame advantage if it's set up to be blocked late (ie. after knockdowns and air resets). Has an annoying height limit that the other versions doesn't have. Does not hit behind Antonov.
C version: A feint. Can be performed much lower than the A version, but then it's not much of a feint.
EX version: A shockwave that quickly goes 3/4 of the screen and clears any projectiles (even high ones like Robert's). Counts as a low attack yet can't be backdashed over. Can be performed very low to the ground. Still does not hit behind Antonov. Doesn't have nearly the +frame capabilities of the A version.
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 (40*3+80)
Mid
advanced, climax
11 (Standing) to 15 (Crouching)
8
37
HKD (+31)
-26 (Close) to -19 (Max Range)
Full Body: 1 to 10 (10 Frames)
0
0
C
C
200 (40*3+80)
Mid
advanced, climax
11 (Standing) to 15 (Crouching)
8
37
HKD(+31)
-26 (Close) to -19 (Max Range)
Full Body: 1 to 10 (10 Frames)
0
0
AC
AC
350 (40+50*3+80*2)
Mid
climax
8 (Standing) to 11 (Crouching)
8
37
HKD (+36)
-26 (Close) to -19 (Max Range)
Full Body: 1 to 11 (11 Frames) / Projectile Invincibility: 12 to 14 (3 Frames)
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
120
Mid
advanced, climax
11
6
35
HKD (79)
-22
Full Body: 1 to 5 (5 Frames)
0
0
D
D
120
Mid
advanced, climax
11
6
35
HKD (79)
-22
Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 10 (5 Frames)
0
0
BD
BD
300
Mid
climax
9
6
32
HKD (82)
-19
Full Body: 1 to 10 (10 Frames)
0
0
Launching kick.
Can pick opponents up Off-The-Ground for combo extenders after his many hard knockdowns.
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
460 (100+142+218) Min:275
Mid
-
10
10
52
HKD (29)
-43
Full Body: 1 to 12 (12 Frames)
0
0
Travels 3/4 of the screen, and is invincible for the first half of it.