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Art of Fighting 2/Jack Turner/Data: Difference between revisions
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Frame data progress |
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Line 12: | Line 12: | ||
| images = AOF2 Jack 5LP.png | | images = AOF2 Jack 5LP.png | ||
| hitboxes = AOF2 Jack 5LP_Hitbox.png | | hitboxes = AOF2 Jack 5LP_Hitbox.png | ||
| damage = | | damage = 7 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 32: | Line 32: | ||
| images = AOF2 Jack 5LK.png | | images = AOF2 Jack 5LK.png | ||
| hitboxes = AOF2 Jack 5LK_Hitbox.png | | hitboxes = AOF2 Jack 5LK_Hitbox.png | ||
| damage = | | damage = 13 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 52: | Line 52: | ||
| images = AOF2 Jack clHP.png | | images = AOF2 Jack clHP.png | ||
| hitboxes = AOF2 Jack clHP_Hitbox.png | | hitboxes = AOF2 Jack clHP_Hitbox.png | ||
| damage = | | damage = 21 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 9 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 13 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 72: | Line 72: | ||
| images = AOF2 Jack fHP.png | | images = AOF2 Jack fHP.png | ||
| hitboxes = AOF2 Jack fHP_Hitbox.png | | hitboxes = AOF2 Jack fHP_Hitbox.png | ||
| damage = | | damage = 21 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 11 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = -12 | ||
| blockadv = | | blockadv = -16 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 92: | Line 92: | ||
| images = AOF2 Jack 5HK.png | | images = AOF2 Jack 5HK.png | ||
| hitboxes = AOF2 Jack 5HK_Hitbox.png | | hitboxes = AOF2 Jack 5HK_Hitbox.png | ||
| damage = | | damage = 21 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 11 | ||
| hitadv = | | hitadv = -4 | ||
| blockadv = | | blockadv = -8 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 113: | Line 113: | ||
| images = AOF2 Jack 2LP.png | | images = AOF2 Jack 2LP.png | ||
| hitboxes = AOF2 Jack 2LP_Hitbox.png | | hitboxes = AOF2 Jack 2LP_Hitbox.png | ||
| damage = | | damage = 7 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 133: | Line 133: | ||
| images = AOF2 Jack 2LK.png | | images = AOF2 Jack 2LK.png | ||
| hitboxes = AOF2 Jack 2LK_Hitbox.png | | hitboxes = AOF2 Jack 2LK_Hitbox.png | ||
| damage = | | damage = 13 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 9 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 153: | Line 153: | ||
| images = AOF2 Jack 2HP.png | | images = AOF2 Jack 2HP.png | ||
| hitboxes = AOF2 Jack 2HP_Hitbox.png | | hitboxes = AOF2 Jack 2HP_Hitbox.png | ||
| damage = | | damage = 19 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 9 | ||
| active = | | active = 20 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = -11 | ||
| blockadv = | | blockadv = -15 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 173: | Line 173: | ||
| images = AOF2 Jack 2LK.png | | images = AOF2 Jack 2LK.png | ||
| hitboxes = AOF2 Jack 2LK_Hitbox.png | | hitboxes = AOF2 Jack 2LK_Hitbox.png | ||
| damage = | | damage = 21 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 13 | ||
| hitadv = | | hitadv = +47 (KD) | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 194: | Line 194: | ||
| images = AOF2 Jack jLP.png | | images = AOF2 Jack jLP.png | ||
| hitboxes = AOF2 Jack jLP_Hitbox.png | | hitboxes = AOF2 Jack jLP_Hitbox.png | ||
| damage = | | damage = 18 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 11 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 13 on ground | ||
| hitadv = | | hitadv = N/A | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 214: | Line 214: | ||
| images = AOF2 Jack jLK.png | | images = AOF2 Jack jLK.png | ||
| hitboxes = AOF2 Jack jLK_Hitbox.png | | hitboxes = AOF2 Jack jLK_Hitbox.png | ||
| damage = | | damage = 13 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 5 | ||
| active = | | active = 16 | ||
| recovery = | | recovery = 4 on ground | ||
| hitadv = | | hitadv = N/A | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 234: | Line 234: | ||
| images = AOF2 Jack jHP.png | | images = AOF2 Jack jHP.png | ||
| hitboxes = AOF2 Jack jHP_Hitbox.png | | hitboxes = AOF2 Jack jHP_Hitbox.png | ||
| damage = | | damage = 22 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 7 | ||
| active = | | active = until landing | ||
| recovery = | | recovery = 39 on ground | ||
| hitadv = | | hitadv = KD | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 254: | Line 254: | ||
| images = AOF2 Jack jHK.png | | images = AOF2 Jack jHK.png | ||
| hitboxes = AOF2 Jack jHK_Hitbox.png | | hitboxes = AOF2 Jack jHK_Hitbox.png | ||
| damage = | | damage = 21 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 9 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 59 on ground | ||
| hitadv = | | hitadv = KD | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 275: | Line 275: | ||
| images = AOF2 Jack Uppercut.png | | images = AOF2 Jack Uppercut.png | ||
| hitboxes = AOF2 Jack Uppercut_Hitbox.png | | hitboxes = AOF2 Jack Uppercut_Hitbox.png | ||
| damage = | | damage = 13 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 13 | ||
| recovery = | | recovery = 13 | ||
| hitadv = | | hitadv = +87 (KD) | ||
| blockadv = | | blockadv = -11 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 315: | Line 315: | ||
| images = AOF2 Jack Throw.png | | images = AOF2 Jack Throw.png | ||
| hitboxes = AOF2 Jack Throw_Hitbox.png | | hitboxes = AOF2 Jack Throw_Hitbox.png | ||
| damage = | | damage = 30 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 335: | Line 335: | ||
| images = AOF2 Jack AirThrow.png | | images = AOF2 Jack AirThrow.png | ||
| hitboxes = AOF2 Jack AirThrow_Hitbox.png | | hitboxes = AOF2 Jack AirThrow_Hitbox.png | ||
| damage = | | damage = 30 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 436: | Line 436: | ||
| images = AOF2 Jack 16B.png | | images = AOF2 Jack 16B.png | ||
| hitboxes = AOF2 Jack 16B_Hitbox.png | | hitboxes = AOF2 Jack 16B_Hitbox.png | ||
| damage = | | damage = 33 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = No | ||
| startup = | | startup = | ||
| active = | | active = | ||
Line 456: | Line 456: | ||
| images = AOF2 Jack 646B.png | | images = AOF2 Jack 646B.png | ||
| hitboxes = AOF2 Jack 646B_Hitbox.png | | hitboxes = AOF2 Jack 646B_Hitbox.png | ||
| damage = | | damage = 30 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 477: | Line 477: | ||
| images = AOF2 Jack 463214B.png | | images = AOF2 Jack 463214B.png | ||
| hitboxes = AOF2 Jack 463214B_Hitbox.png | | hitboxes = AOF2 Jack 463214B_Hitbox.png | ||
| damage = | | damage = 18,18,18 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = No | ||
| startup = | | startup = | ||
| active = | | active = | ||
Line 497: | Line 497: | ||
| images = AOF2 Jack 63214A.png | | images = AOF2 Jack 63214A.png | ||
| hitboxes = AOF2 Jack 63214A_Hitbox.png | | hitboxes = AOF2 Jack 63214A_Hitbox.png | ||
| damage = | | damage = 80 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Unblockable | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px |
Revision as of 21:57, 13 June 2024
Normals
Standing Normals
5LP
Jack Turner jack_5lp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5A
5A 5LP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
7 | Mid | Yes | 8 | 4 | 4 | +3 | +5 | - |
5LK
Jack Turner jack_5lk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5B
5B 5LK | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
13 | Mid | Yes | 9 | 8 | 10 | -3 | -1 | - |
clHP
Jack Turner jack_clhp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[A]
5[A] Close HP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
21 | Mid | Yes | 9 | 5 | 13 | +2 | -2 | - |
fHP
Jack Turner jack_fhp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[A]
5[A] Far HP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
21 | Mid | Yes | 11 | 6 | 27 | -12 | -16 | - |
5HK
Jack Turner jack_5hk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[B]
5[B] 5HK | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
21 | Mid | Yes | 7 | 8 | 11 | -4 | -8 | - |
Crouching Normals
2LP
Jack Turner jack_2lp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A 2LP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
7 | Low | Yes | 7 | 6 | 4 | +3 | +5 | - |
2LK
Jack Turner jack_2lk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2B
2B 2LK | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
13 | Low | Yes | 9 | 6 | 5 | +2 | +4 | - |
2HP
Jack Turner jack_2hp | ||||||||||
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2[A]
2[A] 2HP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
19 | Mid | No | 9 | 20 | 9 | -11 | -15 | - |
2HK
Jack Turner jack_2hk | ||||||||||
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2[B]
2[B] 2HK | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
21 | Low | Yes | 7 | 8 | 13 | +47 (KD) | -2 | - |
Jumping Normals
jLP
Jack Turner jack_jlp | ||||||||||
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j.A
j.A j.LP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
18 | High | No | 11 | Until landing | 13 on ground | N/A | N/A | - |
jLK
Jack Turner jack_jlk | ||||||||||
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j.B
j.B j.LK | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
13 | High | No | 5 | 16 | 4 on ground | N/A | N/A | - |
jHP
Jack Turner jack_jhp | ||||||||||
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j.[A]
j.[A] j.HP | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
22 | High | No | 7 | until landing | 39 on ground | KD | N/A | - |
jHK
Jack Turner jack_jhk | ||||||||||
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j.[B]
j.[B] j.HK | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
21 | High | No | 9 | Until landing | 59 on ground | KD | N/A | - |
System Mechanics
Uppercut
Jack Turner jack_uppercut | ||||||||||
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AC
AC Uppercut | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
13 | Mid | Yes | 5 | 13 | 13 | +87 (KD) | -11 | - |
Low Attack
Jack Turner jack_lowattack | ||||||||||
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BC
BC Low Attack | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
- | - | - | - | - | - | - | - | - |
Throw
Jack Turner jack_throw | ||||||||||
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6/4 C
6/4 C Throw | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
30 | Throw | No | 1 | 1 | 0 | - | N/A | - |
Air Throw
Jack Turner jack_airthrow | ||||||||||
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j.C
j.C Air Throw | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
30 | Throw | No | 1 | 1 | 0 | - | N/A | - |
Taunt
Jack Turner jack_taunt | ||||||||||
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D
D Taunt | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
0 | N/A | No | 1 | 0 | - | N/A | N/A | - |
Specials
Knuckle Pad
Jack Turner jack_236a | ||||||||||
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236A
236A Knuckle Pad | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
- | - | - | - | - | - | - | - | - |
Bomber Rush
Jack Turner jack_214a | ||||||||||
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214A
214A Bomber Rush | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
- | - | - | - | - | - | - | - | - |
Dynamite Lariat
Jack Turner jack_646a | ||||||||||
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646A
646A Dynamite Lariat | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
- | - | - | - | - | - | - | - | - |
Super Dropkick
Jack Turner jack_16b | ||||||||||
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16B
16B Super Dropkick | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
33 | High | No | - | - | - | - | - | - |
Brain Shock
Jack Turner jack_646b | ||||||||||
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646B
646B Brain Shock | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
30 | Throw | No | 1 | 1 | 0 | - | N/A | - |
Supers
Super Hip Attack
Jack Turner jack_463214b | ||||||||||
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463214B
463214B Super Hip Attack | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
18,18,18 | High | No | - | - | - | - | - | - |
Hell Dive
Jack Turner jack_63214a | ||||||||||
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63214A
63214A Hell Dive | ||||||||||
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. Max health is 128. | 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
80 | Unblockable | No | 1 | 1 | 0 | - | N/A | - |