Burn Knuckle
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Version > indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
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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. 2 is about 1%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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.
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214A
214A
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29-47
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Mid
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N/A
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14
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10
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13
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KD (+75~+84)
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+2~+11
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14-23 low crush
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Version > indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
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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. 2 is about 1%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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.
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214C
214C
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29-47
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Mid
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N/A
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22
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19
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13
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KD (+67~+84)
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-7~+11
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22-40 low crush
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- A version is plus on block even point blank. C version requires you to be about halfscreen away to gain plus frames.
- A version is a true blockstring out of every special-cancellable move Terry has. However, it whiffs on most of the cast crouching. It's not reactable, but given how many 2Bs you'll be using in neutral/pressure, people will be inclined to block low, limiting its utility.
- Can hit Brian, Chang, Daimon, Heavy D!, King, Ryo, Robert, and Takuma crouching. If you throw out a 2B or 2D vs these characters, buffer a 214A behind it to get in their face and be + doing it. You can do this multiple times in a row, completely gapless, until you're right on top of them and can pick strike or throw.
- This also gives you an infinite blockstring vs the above characters. Just 2B until you push yourself to around 2B's max range, then 214A, then repeat forever.
- By special morphing the A version (input: 214A > 214C or 236C), Burn Knuckle will have the range and potential plus frames of the C version, but the startup of the A version. This allows you to throw out a big, plus on block knockdown haymaker fullscreen at speeds that are difficult to react to.
- The above information makes the regular C version useless. Never press it, just morph.
- Pretty difficult to punish on whiff due to its low recovery.
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