Difference between revisions of "XV Broken/Antonov"

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| 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.
}}
}}


Line 94: Line 98:
|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====
Line 100: Line 105:
|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====
Line 106: Line 112:
|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.
}}
}}


Line 134: Line 144:
|moveId=antonov_clc
|moveId=antonov_clc
|description=
|description=
* Placeholder
* Main combo starter. Fast and reliable.
}}
}}


Line 141: 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.
}}
}}


Line 149: 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====
Line 161: 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====
Line 197: 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.
}}
}}


Line 229: 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===
Line 252: Line 280:
|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===
Line 261: Line 290:
|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.
}}
}}


Line 272: Line 301:
|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===
Line 279: Line 314:
|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===
Line 286: Line 324:
|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===
Line 300: Line 344:
|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.
}}
}}


Line 309: 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.
}}
}}


Line 325: Line 377:
|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.
}}
}}



Revision as of 01:01, 6 March 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Skipping town after facing multiple expensive lawsuits, this Russian, ex-millionaire, and self-proclaimed "first champion of KOF" gets a new lease on life after starting up a professional wrestling team.
He uses his massive fists to beat down his opponents and joins Ramón and King of Dinosaurs with the ultimate goal to reclaim his rightful title as the first champion of KOF.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

President Lift - (close) Bk.gif / Fd.gif + C.gif

President Toss - (close) Bk.gif / Fd.gif + D.gif

Command Normals

President Binta - Fd.gif + A.gif

Target Combo 1 - (close) D.gif > C.gif

Target Combo 2 - (close) D.gif > D.gif

Special Moves

Whale Stream - Qcb.gif + A.gif / C.gif (*)

Vertical Macho - Dp.gif + A.gif / C.gif (*)

Gigantic Back - Hcb.gif + B.gif (*)

Gigantic Back Press - Hcb.gif + D.gif

Bering Wave - Qcf.gif + A.gif / C.gif (*) (Midair Only)

Super Special Moves

Tunguska Bomber - Qcf.gifQcf.gif + A.gif / C.gif (!)

Kamchatka Collapse - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Kosmos Regression - Qcb.gifDb.gifQcf.gif+C.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Antonov is an XYZ charcter who does QWE using ASDF.
Pros Cons
  • Deals big damage.
  • Huge pokes, such as his cancelable 5B.
  • Gets anti-air combos off of heavy pokes.
  • Has string mixups with his dash grab (624D).
  • Limited low conversions.
  • No sweep.
  • Slow normals can lead to devastating whiffs.


Normals

Far Standing Normals

Far A

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NO IMAGE FOUND

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  • Basic anti-air.

Antonov is tall enough to anti-air both jumps and hops with his jab.

Far B

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NO IMAGE FOUND

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  • Long, fast, and cancelable.

Great poke. Needs meter to combo, so it's mostly used for frametrap/grab mixups.

Far C

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NO IMAGE FOUND

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  • Puts opponents into a juggleable state.
  • Duckable.

Massive high poke. Allows for Super / Max Mode combos even if it hits airborne opponents.

Far D

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NO IMAGE FOUND

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  • 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.


Close Standing Normals

Close A

close A
cl.A
cl.A
XV antonov cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 6 +5 +3 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.B
XV antonov clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 5 8 +2 0 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C
XV antonov clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 4 20 -3 -5 - 70 120
  • Main combo starter. Fast and reliable.

Close D

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

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NO IMAGE FOUND

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  • Antonov's fastest normal.

An easier alternative to his 2B confirms.

Crouch B

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NO IMAGE FOUND

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  • 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

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NO IMAGE FOUND

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  • Cancelable heavy that isn't range dependent.

Crouch D

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NO IMAGE FOUND

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  • 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.

Jump Normals

Jump A

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

hop hop

40 High - 5 6 1 on ground - - - 30 50

jump jump

45 High - 5 8 1 on ground -10 -12 - 30 60
  • Placeholder

Jump B

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

hop hop

40 High - 6 5 1 on ground - -4 - 30 50

jump jump

45 High - 6 7 1 on ground - -10 - 30 60
  • Placeholder

Jump C

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

hop 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.

Jump D

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

hop 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.

Blowback

Blowback

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

ShatterStrike

Shatterstrike
236CD
236CD
XV antonov 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

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

hop 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.

Throws

President Lift

President Lift
(close) 4/6C
(close) 4/6C
XV antonov cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (31) Unblockable - 0 0
  • Hard knockdown into a hyper hop safejump.

President Toss

President Toss
(close) 4/6D
(close) 4/6D
XV antonov dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (47) Unblockable - 0 0
  • Placeholder

Command Moves

President Binta

President Binta
6A
6A
XV antonov 6a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 Mid special, super 15 2 25 -6 -8 - 60 80
  • String extender and part of his frametrap game.
  • Unsafe if not canceled.
  • Forces stand, allowing 623P combos.

Target Combo 1

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

Target Combo 2

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

Special Moves

Whale Stream

Whale Stream
214A/C/AC
214A/C/AC
XV antonov 214a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

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.

Vertical Macho

Vertical Macho
623A/C/AC
623A/C/AC
XV antonov 623a 1 ima.png
XV antonov 623a 2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

(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 6 (6 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.

Gigantic Back

Gigantic Back
63214B/BD
63214B/BD
XV antonov 63214b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

90 Mid super 19 9 20 SKD (34: Tech / 74: Non-tech) -8 (Close) to 0 (Max Range) - 80 100

BD BD

- Mid - 19 9 24 Crumple - HKD (85) -14 - - 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.

Gigantic Back Press

Gigantic Back Press
63214D
63214D
XV antonov 63214bd ima.png
XV antonov 63214d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
140 N/A - 19 8 31 HKD (20) Unblockable - 0 N/A
  • Antonov dashes in and grabs.
  • Key part in mixing up his frametrap strings.

Bering Wave

Bering Wave
j.236A/C/AC
j.236A/C/AC
XV antonov j236a 1 ima.png
XV antonov j236a 2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

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.

Super Special Moves

Tunguska Bomber

Tunguska Bomber
236236A/C/AC
236236A/C/AC
XV antonov 236236a 1 ima.png
XV antonov 236236a 2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

200 (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) 0 0
  • Invincible startup.
  • A has a steep angle while C goes further.
  • Tends to whiff vs crouching opponents.

Kamchatka Collapse

Kamchatka Collapse
236236B/D/BD
236236B/D/BD
XV antonov 236236b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

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.

Climax Super Special Moves

Kosmos Regression

Kosmos Regression
2141236CD
2141236CD
XV antonov 2141236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
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.

Misc

Videos

Antonov Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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