Difference between revisions of "The King of Fighters XV/Darli Dagger"

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Darli Profile.png|thumb|Darli description line 1.<br/>Darli description line 2.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Darli Profile.webp|thumb|Darli Dagger is a shipwright who runs a workshop on an island. In addition to her own monstrous strength, she fights using the technical skills she inherited from being a carpenter and the self-defense wisdom she learned from pirates.<br/>She sets out together with Haohmaru in helping Nakoruru with her mission. More exciting than seeing the latest developments in ship building, Darli readies her blade for some intense battles that await!]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==
Line 9: Line 9:
'''Throws'''
'''Throws'''


Placeholder C Throw - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
Oceanic Erosion - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]


Placeholder D Throw - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
Swirling Undertow - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Normals'''
'''Command Normals'''


Placeholder Command Move - [[image:fd.gif]] + [[image:a.gif]]
Surprise Attack - [[image:fd.gif]] + [[image:a.gif]]
 
Sweeeping Shave - [[image:a.gif]] + [[image:c.gif]]


'''Special Moves'''
'''Special Moves'''


Placeholder Special Move - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Blade Surf - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
 
Serpentine Breaker - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
 
Serpentine Breaker (Keep) - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] HOLD
 
Serpentine Breaker (Step) - [[image:fd.gif]] [[image:fd.gif]]


'''Super Special Moves'''
'''Super Special Moves'''
Line 68: Line 76:
==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is a Placeholder character who does Placeholder.
|ext=webp
| intro = {{SUBPAGENAME}} is a DLC character who dies when she tries to confirm off lights.
| pros=
| pros=
* '''Pro 1''': Placeholder
* '''Ridiculous Damage and Corner Carry''': Not only does Darli get more damage off most from her pokes, but she also has some of the best combos in the entire game, easily scoring 40-60% without even spending super. 236AC also gives her ridiculous corner carry when combo'd into properly, which allows her to send her opponents in the corner off many cl.C punishes.
* '''Pro 2''': Placeholder
* '''Crazy Air Buttons''': In typical Darli fashion, her heavy air buttons are nothing to snuff at. jC is a very large and active attack with great coverage, jD may be slow but it is a disjointed button that can lead to crossups, and her j.CD is among the best in the game. All of these buttons synergize well with her j.B and j.A, giving her both quick and slow air normals for a variety of situations.
| cons=
| cons=
* '''Con 1''': Placeholder
* '''''Among the Worst of Confirms''''': Darli cannot cancel her 6A command normal, meaning her heavy confirms often end at a single normal. Her light normals are very stubby, often only being able to land two lights in a string to confirm. If the opponent blocks a single normal, then gets hit by a second normal as a frametrap, there is very little Darli can do to capitalize on that mistake. Not to mention the unsafeness of her specials, further limiting her frametrap potential and punishing her hard if she fails to confirm properly. Additionally, her confirms can often drop easily either by canceling after hitstop ends or the ''opponent's hitbox simply being too small'', often taking the efficacy of her confirms out of the player's hands.
* '''Con 2''': Placeholder
* '''Horrid Defense''': None of Darli's close lights have a good upper hitbox, and her close heavies are incredibly slow. This gives Darli an immense weakness against hop pressure, which is the most basic pressure applicable in KoF. Additionally, her lack of confirms and non-super reversals further hamper her defense. Did a confirm drop? Throw the towel.
* '''Slow''': Darli's sluggish framedata often puts her at a disadvantage in neutral, scramble situations, and even on her own jump-ins.
}}
}}


Line 83: Line 93:
|moveId=Darli_fa
|moveId=Darli_fa
|description=
|description=
* Placeholder
* Darli's longest-range cancellable light. Unfortunately, 236A and 236AC fall out at max range, limiting its utility in confirms.
}}
}}


Line 90: Line 100:
|moveId=Darli_fb
|moveId=Darli_fb
|description=
|description=
* Placeholder
* The same speed as Far A, but with some forward movement and about the same hop-catching potential.
* The forward movement is helpful in Quick Mode routes.
}}
}}


Line 97: Line 108:
|moveId=Darli_fc
|moveId=Darli_fc
|description=
|description=
* Placeholder
* Long range poke, can be confirmed into 236236K Super on hit.
* Slow to whiff, not disjointed, and susceptible to hops.


}}
}}
Line 104: Line 116:
|moveId=Darli_fd
|moveId=Darli_fd
|description=
|description=
* Placeholder
* Less committal than Far C, and with a surprisingly high hitbox, making it good at stuffing hops and generally a better poke.
}}
}}


===Close Standing Normals===
===Close Standing Normals===
Line 113: Line 124:
|moveId=Darli_cla
|moveId=Darli_cla
|description=
|description=
* Placeholder
* More advantage and less pushback than Close B.
* Leads into Rush Autocombo for technically optimal meterless light damage.
}}
}}


Line 120: Line 132:
|moveId=Darli_clb
|moveId=Darli_clb
|description=
|description=
* Placeholder
* Slightly more damage than cl.A.
}}
}}


Line 127: Line 139:
|moveId=Darli_clc
|moveId=Darli_clc
|description=
|description=
* Only the first hit can be special cancelled  
* Only the first hit can be special cancelled.
* More hitstop than blockstop, allowing for OS confirms.
* All hits juggle, giving great combo utility, especially in the corner.
* Generally Darli's best heavy starter, due to its speed, auto-confirming, and lack of pushback in cancels.
}}
}}


Line 134: Line 149:
|moveId=Darli_cld
|moveId=Darli_cld
|description=
|description=
* Placeholder
* Hits low, with a generous cancel window that allows for reaction confirms.
* Links into 2A if close, allowing for special cancels, or 2B, allowing for Quick Mode activation.
* Highest damage cancellable heavy, but with a lot of pushback compared to cl.C, which makes optimal routes difficult to land.
}}
}}


Line 149: Line 166:
|moveId=Darli_2b
|moveId=Darli_2b
|description=
|description=
* Placeholder
* Low starter with impressive range, but cannot be cancelled into special moves.
}}
}}


Line 156: Line 173:
|moveId=Darli_2c
|moveId=Darli_2c
|description=
|description=
* Placeholder
* Same speed as cl.C, useful for ranged punishes, for example 2C xx 236D.
* Deceptive animation, does not hit enemies in the air.
}}
}}


Line 163: Line 181:
|moveId=Darli_2d
|moveId=Darli_2d
|description=
|description=
* Placeholder
* Sweep with pretty good range.
* Cannot be whiff-cancelled.
* Deceptive animation, does not hit enemies in the air.
}}
}}


Line 173: Line 193:
|input=j.A
|input=j.A
|description2=
|description2=
* Placeholder
* Does not hit most crouching opponents.
}}
}}


Line 182: Line 202:
|input=j.B
|input=j.B
|description2=
|description2=
* Placeholder
* Has the least pushback of all of her air normals on hit.
}}
}}


Line 191: Line 211:
|input=j.C
|input=j.C
|description2=
|description2=
* Placeholder
* Big air button, good for controlling space.
}}
}}


Line 200: Line 220:
|input=j.D
|input=j.D
|description2=
|description2=
* Placeholder
* Hits below and behind Darli, good for hops and crossups.
* Can cross up even when hopping.
}}
}}


Line 208: Line 229:
|moveId=Darli_cd
|moveId=Darli_cd
|description=
|description=
* Placeholder
* Decent blowback, but Darli is lacking in good whiff-cancel options.
}}
}}


Line 224: Line 245:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=
|description2= Pretty decent j.CD
* Placeholder
* Trust me on this one.
* Can hit crouchers.
 
}}
}}


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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_rush1,Darli_rush2
|moveId=Darli_rush1,Darli_rush2
|name=rush
|name=Rush
|input=cl.AA/c.AAX
|input=cl.AA/c.AAX
|description2=
|description2=
* Placeholder
* Placeholder
}}
}}


==Throws==
==Throws==
===Slash===
===Oceanic Erosion===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_cthrow
|moveId=Darli_cthrow
|name=Slash
|name=Oceanic Erosion
|input=(close) 4/6C
|input=(close) 4/6C
|description=
|description=
* Placeholder
* Corner safe jump vs 4f reversals - whiff 2B, hyper hop
}}
}}


===Placeholder D Throw===
===Swirling Undertow===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_dthrow
|moveId=Darli_dthrow
|name=Placeholder D Throw
|name=Swirling Undertow
|input=(close) 4/6D
|input=(close) 4/6D
|description=
|description=
Line 258: Line 280:


==Command Moves==
==Command Moves==
===Placeholder Command Move===
===Surprise Attack===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_6a
|moveId=Darli_6a
Line 267: Line 289:
}}
}}


===Sweeping Shave===
{{FrameDataCargo-KOFXV
|moveId=Darli_ac
|name=Sweeping Shave
|input=AC
|description=
* Placeholder
}}


==Special Moves==
==Special Moves==
===Placeholder Special Move===
 
===Blade Surf===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_236a,Darli_236c,Darli_236ac
|moveId=Darli_236a,Darli_236c,Darli_236ac
|name=Placeholder Special Move
|name=Blade Surf
|input=236A/C/AC
|input=236A/C/AC
|description3=
|description3=
* Placeholder
* Place Holder
}}
 
===Serpentine Breaker===
{{FrameDataCargo-KOFXV
|moveId=Darli_214a,Darli_214a2,Darli_214a3,Darli_214c,Darli_214c2,Darli_214c3,Darli_214ac
|name=Serpentine Breaker
|input=214A/C/AC
|description7=
* Place Holder
}}
 
===Serpentine Breaker Movement during Charge===
{{FrameDataCargo-KOFXV
|moveId=Darli_214p_6,Darli_214p_66,Darli_214p_44
|name=Serpentine Breaker Movement
|input=214[P]~6/66/44
|description3=
* Place Holder
}}
 
===High Tide===
{{FrameDataCargo-KOFXV
|moveId=Darli_236b,Darli_236d,Darli_236bd
|name=High Tide
|input=236B/D/BD
|description3=
* Corner safe jump vs 4f reversals - 236B/D/BD > whiff 2A > (super) jump forward
}}
 
===Tall High Tide===
{{FrameDataCargo-KOFXV
|moveId=Darli_623a,Darli_623c,Darli_623ac
|name=Tall High Tide
|input=623A/C/AC
|description3=
* Safe jump vs 4f reversals - 623A/C > jump forward (just hold 9)
}}
 
===Riptide Pierce===
{{FrameDataCargo-KOFXV
|moveId=Darli_624k,Darli_624bd
|name=Riptide Pierce
|input=624B/B/BD
|description2=
* Command grab
* B and D versions have throw invul, so empty hop > 624K will win if the opponent attempts to throw as you land
* EX BD version has increased range and damage
* Corner safe jump vs 4f reversals - 624B/D/BD > whiff 2A > super jump forward
}}
}}


==Super Special Moves==
==Super Special Moves==
===Placeholder Super Move===
===Lagoon Onslaught===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_236236p,Darli_236236ac
|moveId=Darli_236236p,Darli_236236ac
|name=Placeholder Super Move
|name=Lagoon Onslaught
|input=236236A/C/AC
|input=236236P/AC
|description2=
* Preferred corner ender since it does the higher damage of Darli's 2 supers, but fails to reach midscreen in most combos.
* Corner safe jump vs 4f reversals - 236236P > whiff 236D > (hyper) hop
}}
 
===Rough Seas===
{{FrameDataCargo-KOFXV
|moveId=Darli_236236k,Darli_236236bd
|name=Rough Seas
|input=236236K/BD
|description2=
|description2=
* Placeholder
* 236236K connects from far C if canceled into before the final hit of far C. BD version works as well, but can miss at max range.
* Placeholder
* Connects from 623A/C midscreen, making it a very common combo ender.
* Placeholder
* Corner safe jump vs 4f reversals - 236236K > neutral j.C. Note that the j.C will only connect vs most characters standing, but you are safe regardless.
}}
}}


==Climax==
==Climax==
===Placeholder Climax===
===Perfect Storm===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_2141236cd
|moveId=Darli_2141236cd
|name=Placeholder Climax
|name=Perfect Storm
|input=2141236CD
|input=2141236CD
|description=
|description=

Latest revision as of 01:54, 2 November 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Darli Dagger is a shipwright who runs a workshop on an island. In addition to her own monstrous strength, she fights using the technical skills she inherited from being a carpenter and the self-defense wisdom she learned from pirates.
She sets out together with Haohmaru in helping Nakoruru with her mission. More exciting than seeing the latest developments in ship building, Darli readies her blade for some intense battles that await!

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Oceanic Erosion - (close) Bk.gif / Fd.gif + C.gif

Swirling Undertow - (close) Bk.gif / Fd.gif + D.gif

Command Normals

Surprise Attack - Fd.gif + A.gif

Sweeeping Shave - A.gif + C.gif

Special Moves

Blade Surf - Qcf.gif + A.gif / C.gif (*)

Serpentine Breaker - Qcb.gif + A.gif / C.gif (*)

Serpentine Breaker (Keep) - Qcb.gif + A.gif / C.gif HOLD

Serpentine Breaker (Step) - Fd.gif Fd.gif

Super Special Moves

Placeholder Super Move - Qcf.gifQcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Placeholder Climax - Qcb.gifDb.gifQcf.gif + C.gif D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low Confirm
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

½ Meter

Anywhere

move > move > move = 0 dmg

1 Meter

Low Confirm
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

2 Meters

MAX Confirm

move > move > move = 0 dmg

Gameplay Overview

Darli Dagger is a DLC character who dies when she tries to confirm off lights.
Pros Cons
  • Ridiculous Damage and Corner Carry: Not only does Darli get more damage off most from her pokes, but she also has some of the best combos in the entire game, easily scoring 40-60% without even spending super. 236AC also gives her ridiculous corner carry when combo'd into properly, which allows her to send her opponents in the corner off many cl.C punishes.
  • Crazy Air Buttons: In typical Darli fashion, her heavy air buttons are nothing to snuff at. jC is a very large and active attack with great coverage, jD may be slow but it is a disjointed button that can lead to crossups, and her j.CD is among the best in the game. All of these buttons synergize well with her j.B and j.A, giving her both quick and slow air normals for a variety of situations.
  • Among the Worst of Confirms: Darli cannot cancel her 6A command normal, meaning her heavy confirms often end at a single normal. Her light normals are very stubby, often only being able to land two lights in a string to confirm. If the opponent blocks a single normal, then gets hit by a second normal as a frametrap, there is very little Darli can do to capitalize on that mistake. Not to mention the unsafeness of her specials, further limiting her frametrap potential and punishing her hard if she fails to confirm properly. Additionally, her confirms can often drop easily either by canceling after hitstop ends or the opponent's hitbox simply being too small, often taking the efficacy of her confirms out of the player's hands.
  • Horrid Defense: None of Darli's close lights have a good upper hitbox, and her close heavies are incredibly slow. This gives Darli an immense weakness against hop pressure, which is the most basic pressure applicable in KoF. Additionally, her lack of confirms and non-super reversals further hamper her defense. Did a confirm drop? Throw the towel.
  • Slow: Darli's sluggish framedata often puts her at a disadvantage in neutral, scramble situations, and even on her own jump-ins.


Normals

Far Standing Normals

Far A

far A
f.A
f.A


NO IMAGE FOUND

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 - 8 5 12 -2 -4 - 30 60
  • Darli's longest-range cancellable light. Unfortunately, 236A and 236AC fall out at max range, limiting its utility in confirms.

Far B

far B
f.B
f.B


NO IMAGE FOUND

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 - 8 4 12 -1~+2 -3~0 - 30 60
  • The same speed as Far A, but with some forward movement and about the same hop-catching potential.
  • The forward movement is helpful in Quick Mode routes.

Far C

far C
f.C
f.C


NO IMAGE FOUND

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
101 Mid - 14 3 (9) 7 27 -3 -9 - 70 120
  • Long range poke, can be confirmed into 236236K Super on hit.
  • Slow to whiff, not disjointed, and susceptible to hops.

Far D

far D
f.D
f.D


NO IMAGE FOUND

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 - 8 5 20 -4 -6 - 70 120
  • Less committal than Far C, and with a surprisingly high hitbox, making it good at stuffing hops and generally a better poke.

Close Standing Normals

Close A

close A
cl.A
cl.A


NO IMAGE FOUND

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 - 5 5 6 +4 +2 - 30 60
  • More advantage and less pushback than Close B.
  • Leads into Rush Autocombo for technically optimal meterless light damage.

Close B

close B
cl.B
cl.B


NO IMAGE FOUND

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 - 5 4 8 +3 +1 - 30 60
  • Slightly more damage than cl.A.

Close C

close C
cl.C
cl.C


NO IMAGE FOUND

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
110 (70+20+20) Mid - 8 4 24 SKD (38: Tech / 78: Non-tech) -7 - 70 120
  • Only the first hit can be special cancelled.
  • More hitstop than blockstop, allowing for OS confirms.
  • All hits juggle, giving great combo utility, especially in the corner.
  • Generally Darli's best heavy starter, due to its speed, auto-confirming, and lack of pushback in cancels.

Close D

close D
cl.D
cl.D


NO IMAGE FOUND

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 Low - 10 10 5 +6 +4 - 70 120
  • Hits low, with a generous cancel window that allows for reaction confirms.
  • Links into 2A if close, allowing for special cancels, or 2B, allowing for Quick Mode activation.
  • Highest damage cancellable heavy, but with a lot of pushback compared to cl.C, which makes optimal routes difficult to land.

Crouch Normals

Crouch A

crouch A
2A
2A


NO IMAGE FOUND

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 - 5 4 8 +3 +1 - 30 60
  • Placeholder

Crouch B

crouch B
2B
2B


NO IMAGE FOUND

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
15 Low - 5 4 9 +2 0 - 15 30
  • Low starter with impressive range, but cannot be cancelled into special moves.

Crouch C

crouch C
2C
2C


NO IMAGE FOUND

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
90 Mid - 8 3 21 -3 -5 - 90 -
  • Same speed as cl.C, useful for ranged punishes, for example 2C xx 236D.
  • Deceptive animation, does not hit enemies in the air.

Crouch D

crouch D
2D
2D


NO IMAGE FOUND

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 Low - 10 4 21 SKD (24: Tech / 51: Non-tech) -6 - 70 120
  • Sweep with pretty good range.
  • Cannot be whiff-cancelled.
  • Deceptive animation, does not hit enemies in the air.

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

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 5 1 on ground - - 30 30 50

jump jump

45 High - 5 7 1 on ground - - 30 30 60
  • Does not hit most crouching opponents.

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

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 - - 30 30 50

jump jump

45 High - 6 5 1 on ground - - 30 30 60
  • Has the least pushback of all of her air normals on hit.

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

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 - 13 4 1 on ground - - 70 70 100

jump jump

70 High - 12 4 1 on ground - - 70 70 120
  • Big air button, good for controlling space.

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

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 - 15 6 1 on ground - - 70 70 100

jump jump

70 High - 15 6 1 on ground - - 70 70 120
  • Hits below and behind Darli, good for hops and crossups.
  • Can cross up even when hopping.

Blowback

Blowback

Blowback
CD
CD


NO IMAGE FOUND

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 - 14 4 25 Splat HKD (+71~+87) -6 - 100 160
  • Decent blowback, but Darli is lacking in good whiff-cancel options.

Shatter Strike

Shatter Strike
236CD
236CD


NO IMAGE FOUND

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 4 29 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

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 - 11 4 1 on ground SKD - - 80 120

jump jump

90 Mid - 11 6 1 on ground SKD - - 80 140

Pretty decent j.CD

  • Trust me on this one.
  • Can hit crouchers.

Rush Moves

Rush
cl.AA/c.AAX
cl.AA/c.AAX


NO IMAGE FOUND

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

cl.AA cl.AA

48 (25+25) Mid - 6 - - -5 -7 - 30 120 (60+60)

cl.AAA cl.AAA

70 (25+25+25) Mid - 7 - -7 -9 - - 30 180 (60+60+60)
  • Placeholder

Throws

Oceanic Erosion

Oceanic Erosion
(close) 4/6C
(close) 4/6C


NO IMAGE FOUND

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 - - 1 1 0 HKD (48) Unblockable - 0 0
  • Corner safe jump vs 4f reversals - whiff 2B, hyper hop

Swirling Undertow

Swirling Undertow
(close) 4/6D
(close) 4/6D


NO IMAGE FOUND

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 - - 1 1 0 HKD (53) Unblockable - 0 0
  • Placeholder

Command Moves

Surprise Attack

Surprise Attack
6A
6A


NO IMAGE FOUND

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 [50] High [Mid] - 23 [21] 2 19 +2 -2 Low Body: 5 to 21 (17 Frames) [Low Body: 5 to 19 (15 Frames)] 80 [40] -
  • Placeholder

Sweeping Shave

Sweeping Shave
AC
AC


NO IMAGE FOUND

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
226 (150 airhit) Mid - 21 4 26 SKD (44: Tech / 84: Non-tech) -11 - 200 (150 air hit) -
  • Placeholder

Special Moves

Blade Surf

Blade Surf
236A/C/AC
236A/C/AC


NO IMAGE FOUND

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 - 10 11 52 (35 on ground) SKD (23: Tech / 50: Non-tech) -51 (Close Range) to -43 (Max Range) - - -

C C

80 Mid - 26 8 67 (50 on ground) SKD (23: Tech / 49: Non-tech) - Close -56 (Close Range) to -50 (Max Range) - 0 -

AC AC

108 (30+80) Mid - 10 12 80 (50 on ground) SKD (55: Tech / 95: Non-tech) -73 - 0 -
  • Place Holder

Serpentine Breaker

Serpentine Breaker
214A/C/AC
214A/C/AC


NO IMAGE FOUND

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 - Level 1 A - Level 1

- Mid - 19 4 20 -1 -5 - - -

A - Level 2 A - Level 2

- Mid - 74 4 (24) 5 19 Wall Splat - HKD (82 to 96) -5 - - -

A - Level 3 A - Level 3

- - - 134 4 66 HKD (9) Unblockable - - -

C - Level 1 C - Level 1

- High - 28 4 31 HKD (30) -14 - - -

C - Level 2 C - Level 2

- Mid - 94 4 (24) 5 19 Wall Splat - HKD (82 to 96) -5 - - -

C - Level 3 C - Level 3

- - - 154 4 66 HKD (9) Unblockable - - -

AC AC

- Mid - 20 4 (24) 5 26 Ground Bounce - HKD (82) -12 - - -
  • Place Holder

Serpentine Breaker Movement during Charge

Serpentine Breaker Movement
214[P]~6/66/44
214[P]~6/66/44


NO IMAGE FOUND

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

Walk Walk

- - - - - - - - - - -

Step Step

- - - - - 22 - - - - -

Retreat Retreat

- - - - - 23 - - - - -
  • Place Holder

High Tide

High Tide
236B/D/BD
236B/D/BD


NO IMAGE FOUND

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

- Mid - 15 4 25 HKD (55) -10 - - -

D D

- Mid - 20 4 25 HKD (55) -10 - - -

BD BD

- Mid - 13 4 25 HKD (55) -10 - - -
  • Corner safe jump vs 4f reversals - 236B/D/BD > whiff 2A > (super) jump forward

Tall High Tide

Tall High Tide
623A/C/AC
623A/C/AC


NO IMAGE FOUND

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

- - - 10 1 54 HKD (40) - Full body against non-projectile air moves: 1 to 10 (10 Frames) - -

C C

- - - 15 1 59 HKD (40) - Full body against non-projectile air moves: 1 to 15 (15 Frames) - -

AC AC

- - - 8 1 54 HKD (40) - Full body against non-projectile air moves: 1 to 8 (8 Frames) - -
  • Safe jump vs 4f reversals - 623A/C > jump forward (just hold 9)

Riptide Pierce

Riptide Pierce
624B/B/BD
624B/B/BD


NO IMAGE FOUND

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 or D B or D

- - - 5 1 50 HKD (55) Unblockable Full Body: 5 (1 Frame) - -

BD BD

- - - 5 1 50 HKD (55) Unblockable Full Body: 5 (1 Frame) - -
  • Command grab
  • B and D versions have throw invul, so empty hop > 624K will win if the opponent attempts to throw as you land
  • EX BD version has increased range and damage
  • Corner safe jump vs 4f reversals - 624B/D/BD > whiff 2A > super jump forward

Super Special Moves

Lagoon Onslaught

Lagoon Onslaught
236236P/AC
236236P/AC


NO IMAGE FOUND

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 or C A or C

200 Mid advanced, climax 10 4 51 HKD (79) -36 Full Body: 1 to 12 (12 Frames) 0 0

AC AC

350 Mid climax 8 4 51 HKD (58) -36 Full Body: 1 to 11 (11 Frames) 0 0
  • Preferred corner ender since it does the higher damage of Darli's 2 supers, but fails to reach midscreen in most combos.
  • Corner safe jump vs 4f reversals - 236236P > whiff 236D > (hyper) hop

Rough Seas

Rough Seas
236236K/BD
236236K/BD


NO IMAGE FOUND

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 or D B or D

- Mid advanced, climax 13 5 52 HKD (38 to 50) -18 Full Body: 1 to 3 (3 Frames) 0 0

BD BD

- Mid climax 11 5 59 HKD (38 to 52) -25 Full Body: 1 (1 Frame) 0 0
  • 236236K connects from far C if canceled into before the final hit of far C. BD version works as well, but can miss at max range.
  • Connects from 623A/C midscreen, making it a very common combo ender.
  • Corner safe jump vs 4f reversals - 236236K > neutral j.C. Note that the j.C will only connect vs most characters standing, but you are safe regardless.

Climax

Perfect Storm

Perfect Storm
2141236CD
2141236CD


NO IMAGE FOUND

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
470 (70+80+80+240) Min: Mid - 6 3 93 HKD (33) -77 Full Body: 1 to 8 (8 Frames) 0 0
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