Difference between revisions of "The King of Fighters XV/Duo Lon/Data"

From Dream Cancel Wiki
Jump to navigation Jump to search
(initial template)
 
Line 2: Line 2:
===Close Standing Normals===
===Close Standing Normals===
====cl.A====
====cl.A====
{{MoveData-KOFXV | character = CharName | moveId = charName_cla
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_charName_c.A_ima.png
| images   = XV_duolon_c.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   = command
| cancel   = chain, command
| startup   = 4
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +4
| hitadv   = +5
| blockadv   = +2
| blockadv   = +3
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 21: Line 21:


====cl.B====
====cl.B====
{{MoveData-KOFXV | character = CharName | moveId = charName_clb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_charName_c.B_ima.png
| images   = XV_duolon_c.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Low
| cancel   = command
| cancel   = chain, command
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   = +5
| hitadv   = +4
| blockadv   = +3
| blockadv   = +2
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 40: Line 40:


====cl.C====
====cl.C====
{{MoveData-KOFXV | character = CharName | moveId = charName_clc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clc
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_charName_c.C_ima.png
| images   = XV_duolon_c.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 20
| hitadv   = -2
| hitadv   = -3
| blockadv   = -4
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 59: Line 59:


====cl.D====
====cl.D====
{{MoveData-KOFXV | character = CharName | moveId = charName_cld
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cld
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_charName_c.D_ima.png
| images   = XV_duolon_c.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80 (40+40)
| damage   = 80
| guard   = Mid
| guard   = Mid
| cancel   = special (1) / super
| cancel   = command
| startup   = 10
| startup   = 6
| active   =  
| active   = 6
| recovery   =  
| recovery   = 15
| hitadv   = -3
| hitadv   = +0
| blockadv   = -5
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 80 (40+40)
| stun        = 70
| guardDamage = 120 (60+60)
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====5A====
====5A====
{{MoveData-KOFXV | character = CharName | moveId = charName_fa
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fa
| name   = stand A
| name   = stand A
| input   = 5A
| input   = 5A
| images   = XV_charName_5A_ima.png
| images   = XV_duolon_5A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   = special
| cancel   = special
| startup   = 6
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = -1
| hitadv   = +2
| blockadv   = -3
| blockadv   = +0
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 98: Line 98:


====5B====
====5B====
{{MoveData-KOFXV | character = CharName | moveId = charName_fb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fb
| name   = stand B
| name   = stand B
| input   = 5B
| input   = 5B
| images   = XV_charName_5B_ima.png
| images   = XV_duolon_5B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 7
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 12
| hitadv   = -3
| hitadv   = -1
| blockadv   = -5
| blockadv   = -3
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 117: Line 117:


====5C====
====5C====
{{MoveData-KOFXV | character = CharName | moveId = charName_fc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fc
| name   = stand C
| name   = stand C
| input   = 5C
| input   = 5C
| images   = XV_charName_5C_ima.png
| images   = XV_duolon_5C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
| cancel   = target combo/super
| cancel   = super
| startup   = 11
| startup   = 12
| active   =  
| active   = 2
| recovery   =  
| recovery   = 22
| hitadv   = -4
| hitadv   = -3
| blockadv   = -6
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 136: Line 136:


====5D====
====5D====
{{MoveData-KOFXV | character = CharName | moveId = charName_fd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fd
| name   = stand D
| name   = stand D
| input   = 5D
| input   = 5D
| images   = XV_charName_5D_ima.png
| images   = XV_duolon_5D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80
| damage   = 80
Line 145: Line 145:
| cancel   = super
| cancel   = super
| startup   = 11
| startup   = 11
| active   =  
| active   = 5
| recovery   =  
| recovery   = 20
| hitadv   = -1
| hitadv   = -4
| blockadv   = -3
| blockadv   = -6
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 156: Line 156:
===Crouch Normals===
===Crouch Normals===
====2A====
====2A====
{{MoveData-KOFXV | character = CharName | moveId = charName_2a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2a
| name   = crouch A
| name   = crouch A
| input   = 2A
| input   = 2A
| images   = XV_charName_2A_ima.png
| images   = XV_duolon_2A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = chain, command
| startup   = 6
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   = +3
| hitadv   = +4
| blockadv   = +1
| blockadv   = +2
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 175: Line 175:


====2B====
====2B====
{{MoveData-KOFXV | character = CharName | moveId = charName_2b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2b
| name   = crouch B
| name   = crouch B
| input   = 2B
| input   = 2B
| images   = XV_charName_2B_ima.png
| images   = XV_duolon_2B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 15
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = self, super
| cancel   = chain, super
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 194: Line 194:


====2C====
====2C====
{{MoveData-KOFXV | character = CharName | moveId = charName_2c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2c
| name   = crouch C
| name   = crouch C
| input   = 2C
| input   = 2C
| images   = XV_charName_2C_ima.png
| images   = XV_duolon_2C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 6
| startup   = 7
| active   =  
| active   = 7
| recovery   =  
| recovery   = 26
| hitadv   = -6
| hitadv   = -12
| blockadv   = -8
| blockadv   = -14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 213: Line 213:


====2D====
====2D====
{{MoveData-KOFXV | character = CharName | moveId = charName_2d
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2d
| name   = crouch D
| name   = crouch D
| input   = 2D
| input   = 2D
| images   = XV_charName_2D_ima.png
| images   = XV_duolon_2D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = command
| cancel   = special
| startup   = 6
| startup   = 9
| active   = 7
| active   = 6
| recovery   = 27
| recovery   = 26
| hitadv   = SKD (+30)
| hitadv   = SKD (+26/+53)
| blockadv   = 0
| blockadv   = -4
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 233: Line 233:
===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = CharName | moveId = charName_ha
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ha
| name   = hop A
| name   = hop A
| header      = yes
| header      = yes
Line 239: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_charName_j.A_ima.png
| images   = XV_duolon_j.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 4
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +10~+11
| blockadv   =  
| blockadv   = +10~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 254: Line 254:
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = CharName | moveId = charName_ja
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ja
| name   = jump A
| name   = jump A
| header      = no
| header      = no
Line 260: Line 260:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_charName_j.A_ima.png
| images   = XV_duolon_j.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 4
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +10~+11
| blockadv   =  
| blockadv   = +10~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 276: Line 276:


====hop B====
====hop B====
{{MoveData-KOFXV | character = CharName | moveId = charName_hb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hb
| name   = hop B
| name   = hop B
| header      = yes
| header      = yes
Line 282: Line 282:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_charName_j.B_ima.png
| images   = XV_duolon_j.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +2~+11
| blockadv   =  
| blockadv   = +2~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 297: Line 297:
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = CharName | moveId = charName_jb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb
| name   = jump B
| name   = jump B
| header      = no
| header      = no
Line 303: Line 303:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_charName_j.B_ima.png
| images   = XV_duolon_j.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 35
| damage   = 35
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = -1~+11
| blockadv   =  
| blockadv   = -1~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 320: Line 320:


====hop C====
====hop C====
{{MoveData-KOFXV | character = CharName | moveId = charName_hc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hc
| name   = hop C
| name   = hop C
| header      = yes
| header      = yes
Line 326: Line 326:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_charName_j.C_ima.png
| images   = XV_duolon_j.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +6~+14
| blockadv   =  
| blockadv   = +9~+14
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage = 100
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = CharName | moveId = charName_jc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jc
| name   = jump C
| name   = jump C
| header      = no
| header      = no
Line 347: Line 347:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_charName_j.C_ima.png
| images   = XV_duolon_j.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +6~+11
| blockadv   =  
| blockadv   = +9~+14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 362: Line 362:
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = CharName | moveId = charName_hd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hd
| name   = hop D
| name   = hop D
| header      = yes
| header      = yes
Line 368: Line 368:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_charName_j.D_ima.png
| images   = XV_duolon_j.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 8
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +5~+11
| blockadv   =  
| blockadv   = +8~+14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 384: Line 384:


====jump D====
====jump D====
{{MoveData-KOFXV | character = CharName | moveId = charName_jd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jd
| name   = jump D
| name   = jump D
| header      = no
| header      = no
Line 390: Line 390:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_charName_j.D_ima.png
| images   = XV_duolon_j.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 8
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +2~+11
| blockadv   =  
| blockadv   = +5~+14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 407: Line 407:
===rush moves===
===rush moves===
====rush 1====
====rush 1====
{{MoveData-KOFXV | character = CharName | moveId = charName_rush1
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush1
| name        = rush 1
| name        = rush 1
| header      = yes
| header      = yes
Line 413: Line 413:
| orderId    = 1
| orderId    = 1
| input      = cl.AA
| input      = cl.AA
| images      = XV_charName_rush1_ima.png
| images      = XV_duolon_rush1_ima.png
| hitboxes    = XV_charName_rush1.png
| hitboxes    = XV_duolon_rush1.png
| damage      =  
| damage      =  
| guard      = Mid
| guard      = Mid
Line 429: Line 429:


====rush 2====
====rush 2====
{{MoveData-KOFXV | character = CharName | moveId = charName_rush2
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush2
| name        = rush 2
| name        = rush 2
| header      = no
| header      = no
Line 435: Line 435:
| orderId    = 2
| orderId    = 2
| input      = cl.AAX
| input      = cl.AAX
| images      = XV_charName_rush2_ima.png
| images      = XV_duolon_rush2_ima.png
| hitboxes    = XV_charName_rush2.png
| hitboxes    = XV_duolon_rush2.png
| damage      =  
| damage      =  
| guard      = Mid
| guard      = Mid
Line 452: Line 452:
===Command normals===
===Command normals===
====6A====
====6A====
{{MoveData-KOFXV | character = CharName | moveId = charName_6a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6a
| name   = Uranagi
| name   = Genmuken
| header      = yes
| version   = A
| orderId   = 1
| input   = 6A
| input   = 6A
| images   = XV_charName_5C_ima.png
| images   = XV_duolon_6A_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| guard   = Mid
| cancel   = special
| startup   = 12
| active   = 4
| recovery   = 20
| hitadv   = -3
| blockadv   = -5
| invul   =
| stun        = 40
| guardDamage = 40
}}
====6A====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6ac
| name   = Genmuken
| header      = no
| version   = AC
| orderId   = 2
| input   = 6AC
| images   = XV_duolon_6A_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 60 (30+30)
| guard   = Mid
| cancel   = special
| startup   = 12
| active   = 4
| recovery   = 18
| hitadv   = -1
| blockadv   = -3
| invul   =
| stun        = 0
| guardDamage = 80 (40+40)
}}
 
====j.6A====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6a
| name   = Air Genmuken
| header      = yes
| version   = A
| orderId   = 1
| input   = 6A
| images   = XV_duolon_j6A_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| guard   = Mid
| cancel   =
| startup   = 13
| active   = 4
| recovery   = 1 on ground
| hitadv   = +13~+14
| blockadv   = +13~+14
| invul   =
| stun        = 40
| guardDamage = 40
}}
====j.6AC====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6ac
| name   = Air Genmuken
| header      = no
| version   = AC
| orderId   = 2
| input   = 6AC
| images   = XV_duolon_j6A_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 80 (40+40)
| guard   = Mid
| cancel   =
| startup   = 9
| active   = 4
| recovery   = 1 on ground
| hitadv   = +13~+14
| blockadv   = +13~+14
| invul   =
| stun        = 0
| guardDamage = 40
}}
 
====j.6B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6b
| name   = Air Genmukyaku
| header      = yes
| version   = B
| orderId   = 1
| input   = 6A
| images   = XV_duolon_j6B_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| guard   = Mid
| cancel   =
| startup   = 15
| active   = 4
| recovery   = 1 on ground
| hitadv   = +1~+11
| blockadv   = +1~+11
| invul   =
| stun        = 40
| guardDamage = 40
}}
====j.6BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6bd
| name   = Air Genmukyaku
| header      = no
| version   = BD
| orderId   = 2
| input   = 6AC
| images   = XV_duolon_j6B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 60 [45]
| damage   = 60
| guard   = high [Mid]
| guard   = High
| cancel   =
| startup   = 10
| active   = 4
| recovery   = 1 on ground
| hitadv   = +1~+10
| blockadv   = +1~+10
| invul   =
| stun        = 0
| guardDamage = 40
}}
 
====6B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6b
| name   = Hiei Kyaku
| header      = yes
| orderId   = 1
| input   = 6B
| images   = XV_duolon_6B_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 40 [40]
| guard   = Mid
| cancel   = super [special]
| cancel   = super [special]
| startup   = 25 [15]
| startup   = 10 [10]
| active   =  
| active   = 4
| recovery   =  
| recovery   = 18
| hitadv   = 0 [-1]
| hitadv   = -7
| blockadv   = -2 [-3]
| blockadv   = -9
| invul   =  
| invul   =  
| stun        = 90 [40]
| stun        = 40 [40]
| guardDamage = 110 [80]
| guardDamage = 40 [40]
}}
}}


====6B====
====Target Combo 1====
{{MoveData-KOFXV | character = CharName | moveId = charName_6b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb_d
| name       = Oroshi
| name   = Target Combo 1
| input       = 5CC
| header      = yes
| images     = XV_charName_fc_ima.png
| orderId   = 1
| hitboxes   = XV_placeholder.png
| input   = j.B,D
| damage     = 108 (70+40)
| images   = XV_duolon_6B_ima.png
| guard       = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| hitboxes   = XV_placeholder.png
| cancel     = super
| damage   = 83 (45+40)
| startup     = 11,6
| guard   =  
| active     =  
| cancel   =  
| recovery   =  
| startup   = 12
| hitadv     = +17 (SKD)
| active   = 6
| blockadv   = -18
| recovery   = 1 on ground
| invul       =  
| hitadv   =  
| stun        = 130 (70+60)
| blockadv   =  
| guardDamage = 160 (80+40)
| invul   =  
| stun        = 70 (30+40)
| guardDamage = ?
}}
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = CharName | moveId = charName_cd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cd
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_charName_CD_ima.png
| images   = XV_duolon_CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 75
| damage   = 75
Line 500: Line 633:
| cancel   = special
| cancel   = special
| startup   = 16
| startup   = 16
| active   =  
| active   = 4
| recovery   =  
| recovery   = 28
| hitadv   = Wall Splat (+65~+81) / SKD (Air hit)
| hitadv   = Wall Splat (+68~+84) / SKD (Air hit)
| blockadv   = -12
| blockadv   = -9
| invul   =  
| invul   =  
| stun        = 100
| stun        = 100
Line 510: Line 643:


====ShatterStrike====
====ShatterStrike====
{{MoveData-KOFXV | character = CharName | moveId = charName_236cd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236cd
| name   = ShatterStrike
| name   = ShatterStrike
| input   = 236CD
| input   = 236CD
| images   = XV_charName_236cd_ima.png
| images   = XV_duolon_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 75
| damage   = 75
Line 519: Line 652:
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   = Crumple (+93) / Wall Bounce (Air hit)
| hitadv   = Crumple (+93) / Wall Bounce (Air hit)
| blockadv   = -10
| blockadv   = -10
Line 528: Line 661:
}}
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = CharName | moveId = charName_hcd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hcd
| name   = hop CD
| name   = hop CD
| header      = yes
| header      = yes
Line 534: Line 667:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_charName_j.CD_ima.png
| images   = XV_duolon_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 16
| startup   = 14
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = SKD
| hitadv   = SKD
| blockadv   =  
| blockadv   = +13~+17
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
Line 549: Line 682:
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = CharName | moveId = charName_jcd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jcd
| name   = jump CD
| name   = jump CD
| header      = no
| header      = no
Line 555: Line 688:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_charName_j.CD_ima.png
| images   = XV_duolon_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 16
| startup   = 14
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = SKD
| hitadv   = SKD
| blockadv   =  
| blockadv   = +14~+21
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
Line 572: Line 705:
===Throws===
===Throws===
====forward throw====
====forward throw====
{{MoveData-KOFXV | character = CharName | moveId = charName_cthrow
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cthrow
| name   = C Throw
| name   = Suishu Shoukou
| input   = (close) 4/6+C
| input   = (close) 4/6+C
| images   = XV_charName_cthrow_ima.png
| images   = XV_duolon_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 100
| damage   = 100
Line 583: Line 716:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = HKD (+38)
| hitadv   = HKD (+55)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 591: Line 724:


====back throw====
====back throw====
{{MoveData-KOFXV | character = CharName | moveId = charName_dthrow
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_dthrow
| name   = D Throw
| name   = Suishu Houki
| input   = (close) 4/6+D
| input   = (close) 4/6+D
| images   = XV_charName_dthrow_ima.png
| images   = XV_duolon_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 100
| damage   = 100
Line 602: Line 735:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = HKD (+51)
| hitadv   = HKD (+46)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 612: Line 745:
===TemplateSpecialQCF===
===TemplateSpecialQCF===
====236A====
====236A====
{{MoveData-KOFXV | character = CharName | moveId = charName_236a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a
| name        = TemplateSpecialQCF  
| name        = TemplateSpecialQCF  
| header      = yes
| header      = yes
Line 618: Line 751:
| orderId    = 1
| orderId    = 1
| input      = 236A
| input      = 236A
| images      = XV_CharName_236A_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_236a.png
| hitboxes    = XV_duolon_236a.png
| damage      = 65
| damage      = 65
| guard      = Mid
| guard      = Mid
Line 634: Line 767:


====236C====
====236C====
{{MoveData-KOFXV | character = CharName | moveId = charName_236c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c
| name        = TemplateSpecialQCF  
| name        = TemplateSpecialQCF  
| header      = no
| header      = no
Line 640: Line 773:
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_CharName_236A_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_236c.png
| hitboxes    = XV_duolon_236c.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 656: Line 789:


====236AC====
====236AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_236ac
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac
| name        = TemplateSpecialQCF  
| name        = TemplateSpecialQCF  
| header      = no
| header      = no
Line 662: Line 795:
| orderId    = 3
| orderId    = 3
| input      = 236AC
| input      = 236AC
| images      = XV_charName_236c_ima.png
| images      = XV_duolon_236c_ima.png
| hitboxes    = XV_charName_236ac.png
| hitboxes    = XV_duolon_236ac.png
| damage      = 78 (40+40)
| damage      = 78 (40+40)
| guard      = Mid
| guard      = Mid
Line 677: Line 810:
}}
}}


===TemplateSpecialQCB===
===Juon Shikon===
====214A====
====214A====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214a
| name        = TemplateSpecialQCB
| name        = Juon Shikon
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A
| input      = 214A
| images      = XV_charName_214a_ima.png
| images      = XV_duolon_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      = 65
| damage      = 60
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      =  
| startup    = 12
| startup    = 18
| active      = 7
| active      = 40
| recovery    = 17
| recovery    = 33
| hitadv      = Soft Knockdown
| hitadv      = -6~+27
| blockadv    = -5
| blockadv    = -9~+24
| invul      =  
| invul      =  
| stun        = 60
| stun        = 40
| guardDamage = 80
| guardDamage = 40
}}
}}


====214C====
====214C====
{{MoveData-KOFXV | character = CharName | moveId = charName_214c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214c
| name        = TemplateSpecialQCB
| name        = Juon Shikon
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 214C
| images      = XV_charName_214c_ima.png
| images      = XV_duolon_214c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      = 80
| damage      = 65
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      =  
| startup    = 16
| startup    = 28
| active      = 7
| active      = 80
| recovery    = 18
| recovery    = 30
| hitadv      = Hard Knockdown
| hitadv      = -3~+27
| blockadv    = -6
| blockadv    = -6~+24
| invul      =  
| invul      =  
| stun        = 60
| stun        = 40
| guardDamage = 80
| guardDamage = 40
}}
}}


====214AC====
====214AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214ac
| name        = TemplateSpecialQCB
| name        = Juon Shikon
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC
| input      = 214AC
| images      = XV_charName_214a_ima.png
| images      = XV_duolon_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      = 120
| damage      = 98 (30+30+40)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 22
| active      = 7
| active      = 120
| recovery    = 18
| recovery    = 31
| hitadv      = Hard Knockdown
| hitadv      = +8~+29
| blockadv    = -5
| blockadv    = +3~+24
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 120
| guardDamage = 120 (40+40+40)
}}
}}


===TemplateSpecialDP===
===Genmukyaku===
====623A====
====623B====
{{MoveData-KOFXV | character = CharName | moveId = charName_623a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623b
| name        = TemplateSpecialDP
| name        = Genmukyaku
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 623A
| input      = 623B
| images      = XV_charName_623a_ima.png
| images      = XV_duolon_623b_ima.png
| hitboxes    = XV_charName_623a.png
| hitboxes    = XV_duolon_623b.png
| damage      = 70
| damage      = 60
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 4
| startup    = 15
| active      = 11
| active      = 5
| recovery    = 28
| recovery    = 26
| hitadv      = Soft Knockdown (+28)
| hitadv      = SKD (+31/+58)
| blockadv    = -22
| blockadv    = -10
| invul      = Full body against non-projectile air moves: 1 to 5 (5 frames)
| invul      =  
| stun        = 60
| stun        = 40
| guardDamage = 60
| guardDamage = 40
}}
}}


====623C====
====623D====
{{MoveData-KOFXV | character = CharName | moveId = charName_623c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623d
| name        = TemplateSpecialDP
| name        = Genmukyaku
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 623C
| input      = 623D
| images      = XV_charName_623a_ima.png
| images      = XV_duolon_623b_ima.png
| hitboxes    = XV_charName_623c.png
| hitboxes    = XV_duolon_623d.png
| damage      = 133 (50+50+40)
| damage      = 60
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super
| startup    = 6
| startup    = 15
| active      = 18
| active      = 5
| recovery    = 39
| recovery    = 31
| hitadv      = Soft Knockdown
| hitadv      = SKD (+26/+53)
| blockadv    = -33
| blockadv    = -15
| invul      = Full Body: 1 to 9 (9 Frames)
| invul      =  
| stun        = 110 (40+40+30)
| stun        = 40
| guardDamage = 110 (40+40+30)
| guardDamage = 40
}}
}}


====623AC====
====623BD====
{{MoveData-KOFXV | character = CharName | moveId = charName_623ac
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623bd
| name        = TemplateSpecialDP
| name        = Genmukyaku
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 623AC
| input      = 623BD
| images      = XV_charName_623a_ima.png
| images      = XV_duolon_623b_ima.png
| hitboxes    = XV_charName_623ac.png
| hitboxes    = XV_duolon_623bd.png
| damage      = 177 (30*4+20+30+40)
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 15
| active      = 9 (11) 9 (13) 18
| active      = 5
| recovery    = 39
| recovery    = 26
| hitadv      = Soft Knockdown
| hitadv      = Launch (+44/+71)
| blockadv    = -33
| blockadv    = -10
| invul      = Full Body: 1 to 12 (12 Frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 160 (20*6+40)
| guardDamage = 40
}}
}}


===TemplateSpecialHCB===
===Shaki Juuryuu 1===
====63214B====
====236A====
{{MoveData-KOFXV | character = CharName | moveId = charName_63214b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a
| name        = TemplateSpecialHCB
| name        = Shaki Juuryuu 1
| header      = yes
| header      = yes
| version    = B
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 63214B
| input      = 236A
| images      = XV_charName_63214b_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_63214b.png
| hitboxes    = XV_duolon_236a.png
| damage      = 0
| damage      = 20
| guard      =  
| guard      = Mid
| cancel      =
| cancel      = super
| startup    =  
| startup    = 9
| active      =  
| active      = 5
| recovery    = 31
| recovery    = 25
| hitadv      =  
| hitadv      = -9
| blockadv    =  
| blockadv    = -11
| invul      =
| invul      =  
| stun        = 0
| stun        = 20
| guardDamage = 0
| guardDamage = 20
}}
}}
 
====236C====
====63214D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c
{{MoveData-KOFXV | character = CharName | moveId = charName_63214d
| name        = Shaki Juuryuu 1
| name        = TemplateSpecialHCB
| header      = no
| header      = no
| version    = D
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 63214D
| input      = 236C
| images      = XV_charName_63214d_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_63214d.png
| hitboxes    = XV_duolon_236c.png
| damage      = 155 (60+100)
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 12
| startup    = 15
| active      = 9
| active      = 5
| recovery    = 29
| recovery    = 27
| hitadv      = Hard Knockdown
| hitadv      = -1
| blockadv    = -19
| blockadv    = -13
| invul      = Low Body after opponent is in proximity box.
| invul      =  
| stun        = 0
| stun        = 40
| guardDamage = 0
| guardDamage = 40
}}
}}
 
====236AC====
====63214BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac
{{MoveData-KOFXV | character = CharName | moveId = charName_63214bd
| name        = Shaki Juuryuu 1
| name        = TemplateSpecialHCB
| header      = no
| header      = no
| version    = BD
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 63214BD
| input      = 236AC
| images      = XV_charName_63214d_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_63214bd.png
| hitboxes    = XV_duolon_236ac.png
| damage      = 145 (50+100)
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 15
| active      = 1 (2) 3
| active      = 5
| recovery    = 32
| recovery    = 27
| hitadv      = Hard Knockdown
| hitadv      = -11
| blockadv    = -18
| blockadv    = -13
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 0
| guardDamage = 40
}}
}}


===TemplateSpecialRDP===
===Shaki Juuryuu 2===
====4214B====
====236A6P====
{{MoveData-KOFXV | character = CharName | moveId = charName_4214B
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p
| name   = TemplateSpecialRDP
| name       = Shaki Juuryuu 2
| header      = yes
| header      = yes
| version   =  
| version     = A
| orderId   = 1
| orderId     = 1
| input   = 4124B
| input       = 236A6P
| images   = XV_charName_4214b_ima.png
| images     = XV_Duo Lon_236A6P_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_236a6p.png
| damage   = 70
| damage     = 20
| guard   = Mid
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   = 19
| startup     = 11
| active   = 6
| active     = 5
| recovery   = 18
| recovery   = 29
| hitadv   = Hard KND
| hitadv     = -13
| blockadv   = -4~0
| blockadv   = -15
| invul   =  
| invul       =  
| stun        = 100
| stun        = 20
| guardDamage = 100
| guardDamage = 20
}}
}}
 
====236C6P====
====4214D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p
{{MoveData-KOFXV | character = CharName | moveId = charName_4214D
| name       = Shaki Juuryuu 2
| name   = TemplateSpecialRDP
| header      = no
| header      = no
| version   =  
| version     = C
| orderId   = 2
| orderId     = 2
| input   = 4124D
| input       = 236C6P
| images   = XV_charName_4214b_ima.png
| images     = XV_Duo Lon_236A6P_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_236c6p.png
| damage   = 130
| damage     = 30
| guard   = Mid
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   = 30
| startup     = 11
| active   = 8
| active     = 5
| recovery   = 14
| recovery   = 31
| hitadv   = Hard KND
| hitadv     = -15
| blockadv   = 1~+3
| blockadv   = -17
| invul   =  
| invul       =  
| stun        = 150
| stun        = 40
| guardDamage = 120
| guardDamage = 40
}}
}}
 
====236AC6P====
====4214BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p
{{MoveData-KOFXV | character = CharName | moveId = charName_4214BD
| name       = Shaki Juuryuu 2
| name   = TemplateSpecialRDP
| header      = no
| header      = no
| version   =  
| version     = AC
| orderId   = 2
| orderId     = 3
| input   = 4124BD
| input       = 236AC6P
| images   = XV_charName_4214b_ima.png
| images     = XV_Duo Lon_236A6P_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_236ac6p.png
| damage   = 100
| damage     = 45
| guard   = Mid
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   = 15
| startup     = 11
| active   = 7
| active     = 5
| recovery   = 16
| recovery   = 31
| hitadv   = Bounce
| hitadv     = -15
| blockadv   = -9~-3
| blockadv   = -17
| invul   =  
| invul       =  
| stun        = 0
| stun        = 0
| guardDamage = 100
| guardDamage = 40
}}
}}


===TemplateSpecialRekka 1===
===Shaki Juuryuu 3===
====214A====
====236A6P6P====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p
| name        = TemplateSpecialRekka 1
| name        = Shaki Juuryuu 3
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A
| input      = 236A6P6P
| images      = XV_CharName_214A_ima.png
| images      = XV_Duo Lon_236A6P6P_ima.png
| hitboxes    = XV_charName_214a.png
| hitboxes    = XV_duolon_236a6p6p.png
| damage      = 30
| damage      = 25
| guard      = Mid
| guard      = High
| cancel      = super
| cancel      = super
| startup    = 9
| startup    = 13
| active      = 3
| active      = 2
| recovery    = 22
| recovery    = 37
| hitadv      = -4
| hitadv      = Launch (+23/+50)
| blockadv    = -6
| blockadv    = -22
| invul      =  
| invul      =  
| stun        = 20
| stun        = 25
| guardDamage = 30
| guardDamage = 25
}}
}}
 
====236C6P6P====
====214C====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p
{{MoveData-KOFXV | character = CharName | moveId = charName_214c
| name        = Shaki Juuryuu 3
| name        = TemplateSpecialRekka 1
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 236C6P6P
| images      = XV_CharName_214A_ima.png
| images      = XV_Duo Lon_236A6P6P_ima.png
| hitboxes    = XV_charName_214c.png
| hitboxes    = XV_duolon_236c6p6p.png
| damage      = 30
| damage      = 35
| guard      = Mid
| guard      = High
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 13
| active      = 3
| active      = 2
| recovery    = 25
| recovery    = 42
| hitadv      = -7
| hitadv      = Launch (+29/+56)
| blockadv    = -9
| blockadv    = -27
| invul      =  
| invul      =  
| stun        = 20
| stun        = 40
| guardDamage = 30
| guardDamage = 40
}}
}}
 
====236AC6P6P====
====214AC====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac
| name        = Shaki Juuryuu 3
| name        = TemplateSpecialRekka 1
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC
| input      = 236AC6P6P
| images      = XV_CharName_214A_ima.png
| images      = XV_duolon_236ac6p6p_ima.png
| hitboxes    = XV_charName_214ac.png
| hitboxes    = XV_duolon_236ac6p6p.png
| damage      = 30
| damage      = 35
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 13
| active      = 3
| active      = 6
| recovery    = 22
| recovery    = 38
| hitadv      = -4
| hitadv      = Crumple (+92)
| blockadv    = -6
| blockadv    = -25
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage = 30
| guardDamage = 40
}}
}}


===TemplateSpecialRekka 2===
===Rekka Forward Teleport B===
====214A214P====
====236A6P6P6B====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a214p
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6b
| name        = TemplateSpecialRekka 2
| name        = Himou Kyaku Forward
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A214P
| input      = 236A6P6P6B
| images      = XV_CharName_214A214P_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_214a214p.png
| hitboxes    = XV_duolon_236b.png
| damage      = 40
| damage      =  
| guard      = Mid
| guard      =  
| cancel      = super
| cancel      =  
| startup    = 8
| startup    =  
| active      = 3
| active      =  
| recovery    = 24
| recovery    = 27
| hitadv      = Soft Knockdown
| hitadv      = SKD (+34/+61)
| blockadv    = -8
| blockadv    = -22
| invul      =  
| invul      =  
| stun        = 20
| stun        =  
| guardDamage = 30
| guardDamage =  
}}
}}
 
====236C6P6P6B====
====214C214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6b
{{MoveData-KOFXV | character = CharName | moveId = charName_214c214p
| name        = Himou Kyaku Forward
| name        = TemplateSpecialRekka 2
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C214P
| input      = 236C6P6P6B
| images      = XV_CharName_214A214P_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_214c214p.png
| hitboxes    = XV_duolon_236b.png
| damage      = 40
| damage      =  
| guard      = Mid
| guard      =  
| cancel      = super
| cancel      =  
| startup    = 12
| startup    =  
| active      = 3
| active      =  
| recovery    = 27
| recovery    = 27
| hitadv      = Soft Knockdown
| hitadv      = SKD (+45/+72)
| blockadv    = -11
| blockadv    = -11
| invul      =  
| invul      =  
| stun        = 20
| stun        =  
| guardDamage = 30
| guardDamage =  
}}
}}
 
====236AC6P6P6B====
====214AC214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6b
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac214p
| name        = Himou Kyaku Forward
| name        = TemplateSpecialRekka 2
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC214P
| input      = 236AC6P6P6B
| images      = XV_CharName_214A214P_ima.png
| images      = XV_duolon_236B_ima.png
| hitboxes    = XV_charName_214ac214p.png
| hitboxes    = XV_duolon_236b.png
| damage      = 45
| damage      =  
| guard      = Mid
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 12
| startup    =  
| active      = 3
| active      =  
| recovery    = 24
| recovery    = 27
| hitadv      = Soft Knockdown
| hitadv      = Crumple (+108)
| blockadv    = -8
| blockadv    = -9
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 30
| guardDamage =  
}}
}}


===TemplateSpecialRekka 3===
===Rekka Forward Teleport D===
====214A214P214P====
====236A6P6P6D====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a214p214p
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6d
| name        = TemplateSpecialRekka 3
| name        = Himou Kyaku Forward
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A214P214P
| input      = 236A6P6P6D
| images      = XV_CharName_214A214P214P_ima.png
| images      = XV_Duo Lon_236D_ima.png
| hitboxes    = XV_charName_214a214p214p.png
| hitboxes    = XV_duolon_236d.png
| damage      = 50
| damage      =  
| guard      = High
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 18
| startup    =  
| active      = 4
| active      =  
| recovery    = 28
| recovery    = 37
| hitadv      = Hard Knockdown
| hitadv      = SKD (+20/+47)
| blockadv    = -13
| blockadv    = -25
| invul      =  
| invul      =  
| stun        = 60
| stun        =  
| guardDamage = 20
| guardDamage =  
}}
}}
 
====236C6P6P6D====
====214C214P214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6d
{{MoveData-KOFXV | character = CharName | moveId = charName_214c214p214p
| name        = Himou Kyaku Forward
| name        = TemplateSpecialRekka 3
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C214P214P
| input      = 236C6P6P6D
| images      = XV_CharName_214A214P214P_ima.png
| images      = XV_Duo Lon_236D_ima.png
| hitboxes    = XV_charName_214c214p214p.png
| hitboxes    = XV_duolon_236d.png
| damage      = 65
| damage      =
| guard      = High
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 37
| hitadv      = SKD (+31/+58)
| blockadv    = -25
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P6D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6d
| name        = Himou Kyaku Forward
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC6P6P6D
| images      = XV_duolon_236D_ima.png
| hitboxes    = XV_duolon_236d.png
| damage      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 18
| startup    =  
| active      = 8
| active      =  
| recovery    = 27
| recovery    = 27
| hitadv      = Hard Knockdown
| hitadv      = Crumple (+98)
| blockadv    = -16
| blockadv    = -19
| invul      =  
| invul      =  
| stun        = 60
| stun        =  
| guardDamage = 20
| guardDamage =  
}}
}}


====214AC214P214P====
===Rekka Forward Teleport BD===
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac214p214p
====236A6P6P6BD====
| name        = TemplateSpecialRekka 3
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6bd
| name        = Himou Kyaku Forward
| header      = yes
| version    = A
| orderId    = 1
| input      = 236A6P6P6BD
| images      = XV_Duo Lon_236BD_ima.png
| hitboxes    = XV_duolon_236bd.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 50
| hitadv      = SKD (+11/+38)
| blockadv    = -34
| invul      =
| stun        =
| guardDamage =
}}
====236C6P6P6BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6bd
| name        = Himou Kyaku Forward
| header      = no
| version    = C
| orderId    = 2
| input      = 236C6P6P6BD
| images      = XV_Duo Lon_236BD_ima.png
| hitboxes    = XV_duolon_236bd.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 50
| hitadv      = SKD (+22/+49)
| blockadv    = -34
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P6BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6bd
| name        = Himou Kyaku Forward
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC214P214P
| input      = 236AC6P6P6BD
| images      = XV_charName_214ac214p214p_ima.png
| images      = XV_duolon_236BD_ima.png
| hitboxes    = XV_charName_214ac214p214p.png
| hitboxes    = XV_duolon_236bd.png
| damage      = 75
| damage      =
| guard      = Mid
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 50
| hitadv      = Crumple (+85)
| blockadv    = -32
| invul      =
| stun        =
| guardDamage =
}}
 
===EX Rekka Back Teleport===
====236AC6P6P4B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4b
| name        = Himou Kyaku Backward
| header      = yes
| version    = B
| orderId    = 1
| input      = 236AC6P6P4B
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_duolon_214b.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 32
| hitadv      = Crumple (+103)
| blockadv    = -14
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P4D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4d
| name        = Himou Kyaku Backward
| header      = no
| version    = D
| orderId    = 2
| input      = 236AC6P6P4D
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_duolon_214b.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 42
| hitadv      = Crumple (+93)
| blockadv    = -24
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P4BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4bd
| name        = Himou Kyaku Backward
| header      = no
| version    = BD
| orderId    = 3
| input      = 236AC6P6P4BD
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_duolon_214b.png
| damage      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 20
| startup    =  
| active      = 3
| active      =  
| recovery    = 29
| recovery    = 36
| hitadv      = Hard Knockdown
| hitadv      = Crumple (+99)
| blockadv    = -13
| blockadv    = -18
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 20
| guardDamage =  
}}
}}


==Supers==
===Himou Kyaku Forward===
===TemplateSuper1===
====236B====
====236236A/C====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236b
{{MoveData-KOFXV | character = CharName | moveId = charName_236236p
| name        = Himou Kyaku Forward
| name        = TemplateSuper1
| header      = yes
| header      = yes
| version    = A or C
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 236236A/C
| input      = 236B
| images      = XV_charName_236236p_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_236236p.png
| hitboxes    = XV_duolon_236b.png
| damage      = 230 (20*9+50)
| damage      =  
| guard      = N/A
| guard      =  
| cancel      = Advanced, Climax
| cancel      =  
| startup    = 3
| startup     =
| active      =
| recovery    = 27
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
====236D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236d
| name        = Himou Kyaku Forward
| header      = no
| version    = D
| orderId    = 2
| input      = 236D
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236b.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 37
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
====236BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236bd
| name        = Himou Kyaku Forward
| header      = no
| version    = AC
| orderId     = 3
| input      = 236BD
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236b.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =  
| active      =  
| recovery    =  
| recovery    = 50
| hitadv      = KND (+25)
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      = ?
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 0
| guardDamage =  
}}
}}


====236236AC====
===Himou Kyaku Backward===
{{MoveData-KOFXV | character = CharName | moveId = charName_236236ac
====214B====
| name        = TemplateSuper1
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214b
| name        = Himou Kyaku Backward
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_duolon_214b.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 32
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
====214D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214d
| name        = Himou Kyaku Backward
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_duolon_214b.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 42
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
====214BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214bd
| name        = Himou Kyaku Backward
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 2
| orderId    = 3
| input      = 236236AC
| input      = 214BD
| images      = XV_charName_236236ac_ima.png
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_charName_236236ac.png
| hitboxes    = XV_duolon_214b.png
| damage      = 380 (20*10+80+100) Min: 190
| damage      =  
| guard      = N/A
| guard      =  
| cancel      = Climax
| cancel      =  
| startup    = 1
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 36
| hitadv      = KND (+28)
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      = ?
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 0
| guardDamage =  
}}
}}


===TemplateSuper2===
==Supers==
====236236A====
===Hiden Genmu Bakuto Shikon===
{{MoveData-KOFXV | character = CharName | moveId = charName_236236b
====214236A/C====
| name        = TemplateSuper2
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236p
| name        = Hiden Genmu Bakuto Shikon
| header      = yes
| header      = yes
| version    = B
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 236236B
| input      = 214236A/C
| images      = XV_charName_236236b_ima.png
| images      = XV_duolon_214236p_ima.png
| hitboxes    = XV_charName_236236b.png
| hitboxes    = XV_duolon_214236p.png
| damage      = 205 (0+[20+15]*3+100)
| damage      = 160 (160+0) Min: 80
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = advanced, climax
| startup    = 8
| startup    = 10
| active      =  
| active      = 13
| recovery    =  
| recovery    = 54
| hitadv      = HKD (+49)
| hitadv      = HKD (+37)
| blockadv    = -26
| blockadv    = -48~-36
| invul      = ?
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


====236236C====
====214236AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_236236d
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236ac
| name        = TemplateSuper2
| name        = Hiden Genmu Bakuto Shikon
| header      = no
| header      = no
| version    = D
| version    = AC
| orderId    = 2
| orderId    = 2
| input      = 236236D
| input      = 214236AC
| images      = XV_charName_236236b_ima.png
| images      = XV_duolon_214236ac_ima.png
| hitboxes    = XV_charName_236236d.png
| hitboxes    = XV_duolon_214236ac.png
| damage      = 205 (0+[20+15]*3+100)
| damage      = 340 (35*4+200) Min: 168
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = climax
| startup    = 12
| startup    = 8
| active      =  
| active      = 17
| recovery    =  
| recovery    = 54
| hitadv      = HKD (+49)
| hitadv      = HKD (+63)
| blockadv    = -35
| blockadv    = -52~-39
| invul      = ?
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
 
===Hiden Genmu Onryou Heki===
====214214A/C====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214p
| name        = Hiden Genmu Onryou Heki
| header      = yes
| version    = A or C
| orderId    = 1
| input      = 214214A/C
| images      = XV_duolon_214214p_ima.png
| hitboxes    = XV_duolon_214214p.png
| damage      = 175 (15*11+10) Min: 82
| guard      = Mid
| cancel      = advanced, climax
| startup    = 10
| active      = 60
| recovery    = 73
| hitadv      = HKD (+35)
| blockadv    = -47
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


====236236AC====
====214214AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_236236bd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214ac
| name        = TemplateSuper2
| name        = Hiden Genmu Onryou Heki
| header      = no
| header      = no
| version    = BD
| version    = AC
| orderId    = 3
| orderId    = 2
| input      = 236236BD
| input      = 214214AC
| images      = XV_charName_236236b_ima.png
| images      = XV_duolon_214214ac_ima.png
| hitboxes    = XV_charName_236236bd.png
| hitboxes    = XV_duolon_214214ac.png
| damage      = 360 (0+20+15+20+15+30*3+100+100) Min: 179
| damage      = 335 (15*19+50) Min: 158
| guard      = Mid
| guard      = Mid
| cancel      = Climax
| cancel      = climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 17
| recovery    =  
| recovery    = 54
| hitadv      = HKD (+32)
| hitadv      = HKD (+63)
| blockadv    = -26
| blockadv    = -38
| invul      =  
| invul      = Full Body: 1 to 27 (27 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


===Climax Super===
===climax Super===
====2141236CD====
====2141236CD====
{{MoveData-KOFXV | character = CharName | moveId = charName_2141236cd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2141236cd
| name        = TemplateClimax
| name        = Mugen Juon Toubu
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_charName_2141236cd_ima.png
| images      = XV_duolon_2141236cd_ima.png
| hitboxes    = XV_charName_2141236cd.png
| hitboxes    = XV_duolon_2141236cd.png
| damage      = 442 (0+8*24+250) Min: 266
| damage      = 431 (0+10*28+150+1) Min: 216
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 13
| active      =  
| active      = 30
| recovery    =  
| recovery    = 55
| hitadv      = HKD (+17)
| hitadv      = HKD (+37)
| blockadv    = -70
| blockadv    = -66
| invul      = ?
| invul      = Full Body: 1 to 21 (21 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Revision as of 17:53, 14 September 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Duo Lon
duolon_cla
cl.A
cl.A
close A
XV duolon c.A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midchain, command537+5+3-3060


cl.B

Duo Lon
duolon_clb
cl.B
cl.B
close B
XV duolon c.B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowchain, command547+4+2-3060


cl.C

Duo Lon
duolon_clc
cl.C
cl.C
close C
XV duolon c.C 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5420-3-5-70120


cl.D

Duo Lon
duolon_cld
cl.D
cl.D
close D
XV duolon c.D 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand6615+0-2-70120


Far Standing Normals

5A

Duo Lon
duolon_fa
5A
5A
stand A
XV duolon 5A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial549+2+0-3060


5B

Duo Lon
duolon_fb
5B
5B
stand B
XV duolon 5B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper6412-1-3-3060


5C

Duo Lon
duolon_fc
5C
5C
stand C
XV duolon 5C 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper12222-3-5-70120


5D

Duo Lon
duolon_fd
5D
5D
stand D
XV duolon 5D 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper11520-4-6-70120


Crouch Normals

2A

Duo Lon
duolon_2a
2A
2A
crouch A
XV duolon 2A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midchain, command547+4+2-3060


2B

Duo Lon
duolon_2b
2B
2B
crouch B
XV duolon 2B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowchain, super549+20-1530


2C

Duo Lon
duolon_2c
2C
2C
crouch C
XV duolon 2C 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7726-12-14-70120


2D

Duo Lon
duolon_2d
2D
2D
crouch D
XV duolon 2D 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9626SKD (+26/+53)-4-70120


jump normals

hop A

Duo Lon
duolon_ha
h.A
h.A
hop A
XV duolon j.A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial571 on ground+10~+11+10~+11-3050


jump A

Duo Lon
duolon_ja
j.A
j.A
jump A
XV duolon j.A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial571 on ground+10~+11+10~+11-3060


hop B

Duo Lon
duolon_hb
h.B
h.B
hop B
XV duolon j.B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-571 on ground+2~+11+2~+11-3050


jump B

Duo Lon
duolon_jb
j.B
j.B
jump B
XV duolon j.B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
35High-571 on ground-1~+11-1~+11-3060



hop C

Duo Lon
duolon_hc
h.C
h.C
hop C
XV duolon j.C 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Highspecial751 on ground+6~+14+9~+14-70100


jump C

Duo Lon
duolon_jc
j.C
j.C
jump C
XV duolon j.C 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial751 on ground+6~+11+9~+14-70120


hop D

Duo Lon
duolon_hd
h.D
h.D
hop D
XV duolon j.D 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground+5~+11+8~+14-70100


jump D

Duo Lon
duolon_jd
j.D
j.D
jump D
XV duolon j.D 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground+2~+11+5~+14-70120


rush moves

rush 1

Duo Lon
duolon_rush1
cl.AA
cl.AA
rush 1
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-6---5-7---


rush 2

Duo Lon
duolon_rush2
cl.AAX
cl.AAX
rush 2
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-6---3-5---


Command normals

6A

Duo Lon
duolon_6a
6A
6A
Genmuken
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midspecial12420-3-5-4040


6A

Duo Lon
duolon_6ac
6AC
6AC
Genmuken
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 (30+30)Midspecial12418-1-3-080 (40+40)


j.6A

Duo Lon
duolon_j6a
6A
6A
Air Genmuken
XV duolon j6A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-1341 on ground+13~+14+13~+14-4040


j.6AC

Duo Lon
duolon_j6ac
6AC
6AC
Air Genmuken
XV duolon j6A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Mid-941 on ground+13~+14+13~+14-040


j.6B

Duo Lon
duolon_j6b
6A
6A
Air Genmukyaku
XV duolon j6B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-1541 on ground+1~+11+1~+11-4040


j.6BD

Duo Lon
duolon_j6bd
6AC
6AC
Air Genmukyaku
XV duolon j6B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60High-1041 on ground+1~+10+1~+10-040


6B

Duo Lon
duolon_6b
6B
6B
Hiei Kyaku
XV duolon 6B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40 [40]Midsuper [special]10 [10]418-7-9-40 [40]40 [40]


Target Combo 1

Duo Lon
duolon_jb_d
j.B,D
j.B,D
Target Combo 1
XV duolon 6B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
83 (45+40)--1261 on ground---70 (30+40)?


Blowback

Blowback

Duo Lon
duolon_cd
CD
CD
Blowback
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial16428Wall Splat (+68~+84) / SKD (Air hit)-9-100160


ShatterStrike

Duo Lon
duolon_236cd
236CD
236CD
ShatterStrike
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (+93) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


hop CD

Duo Lon
duolon_hcd
h.CD
h.CD
hop CD
XV duolon j.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midspecial1451 on groundSKD+13~+17-80120


jump CD

Duo Lon
duolon_jcd
j.CD
j.CD
jump CD
XV duolon j.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midspecial1451 on groundSKD+14~+21-80140


Throws

forward throw

Duo Lon
duolon_cthrow
(close) 4/6+C
(close) 4/6+C
Suishu Shoukou
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (+55)Unblockable-00


back throw

Duo Lon
duolon_dthrow
(close) 4/6+D
(close) 4/6+D
Suishu Houki
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (+46)Unblockable-00


Specials

TemplateSpecialQCF

236A

Duo Lon
duolon_236a
236A
236A
TemplateSpecialQCF
XV Duo Lon 236A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Midsuper16Full Screen Projectile30-4-6-4040


236C

Duo Lon
duolon_236c
236C
236C
TemplateSpecialQCF
XV Duo Lon 236A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper13Full Screen Projectile39-13-15-4040


236AC

Duo Lon
duolon_236ac
236AC
236AC
TemplateSpecialQCF
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (40+40)Mid-88 (4) 823Crumple-4-040 (20+20)


Juon Shikon

214A

Duo Lon
duolon_214a
214A
214A
Juon Shikon
XV duolon 214a 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-184033-6~+27-9~+24-4040


214C

Duo Lon
duolon_214c
214C
214C
Juon Shikon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-288030-3~+27-6~+24-4040


214AC

Duo Lon
duolon_214ac
214AC
214AC
Juon Shikon
XV duolon 214a 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
98 (30+30+40)Mid-2212031+8~+29+3~+24-0120 (40+40+40)


Genmukyaku

623B

Duo Lon
duolon_623b
623B
623B
Genmukyaku
XV duolon 623b 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15526SKD (+31/+58)-10-4040


623D

Duo Lon
duolon_623d
623D
623D
Genmukyaku
XV duolon 623b 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15531SKD (+26/+53)-15-4040


623BD

Duo Lon
duolon_623bd
623BD
623BD
Genmukyaku
XV duolon 623b 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-15526Launch (+44/+71)-10-040


Shaki Juuryuu 1

236A

Duo Lon
duolon_236a
236A
236A
Shaki Juuryuu 1
XV Duo Lon 236A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper9525-9-11-2020


236C

Duo Lon
duolon_236c
236C
236C
Shaki Juuryuu 1
XV Duo Lon 236A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper15527-1-13-4040


236AC

Duo Lon
duolon_236ac
236AC
236AC
Shaki Juuryuu 1
XV Duo Lon 236A 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-15527-11-13--40


Shaki Juuryuu 2

236A6P

Duo Lon
duolon_236a6p
236A6P
236A6P
Shaki Juuryuu 2
XV Duo Lon 236A6P 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper11529-13-15-2020


236C6P

Duo Lon
duolon_236c6p
236C6P
236C6P
Shaki Juuryuu 2
XV Duo Lon 236A6P 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper11531-15-17-4040


236AC6P

Duo Lon
duolon_236ac6p
236AC6P
236AC6P
Shaki Juuryuu 2
XV Duo Lon 236A6P 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Mid-11531-15-17-040


Shaki Juuryuu 3

236A6P6P

Duo Lon
duolon_236a6p6p
236A6P6P
236A6P6P
Shaki Juuryuu 3
XV Duo Lon 236A6P6P 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Highsuper13237Launch (+23/+50)-22-2525


236C6P6P

Duo Lon
duolon_236c6p6p
236C6P6P
236C6P6P
Shaki Juuryuu 3
XV Duo Lon 236A6P6P 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
35Highsuper13242Launch (+29/+56)-27-4040


236AC6P6P

Duo Lon
duolon_236ac6p6p
236AC6P6P
236AC6P6P
Shaki Juuryuu 3
XV duolon 236ac6p6p 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
35Mid-13638Crumple (+92)-25-040


Rekka Forward Teleport B

236A6P6P6B

Duo Lon
duolon_236a6p6p6b
236A6P6P6B
236A6P6P6B
Himou Kyaku Forward
XV Duo Lon 236B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27SKD (+34/+61)-22---


236C6P6P6B

Duo Lon
duolon_236c6p6p6b
236C6P6P6B
236C6P6P6B
Himou Kyaku Forward
XV Duo Lon 236B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27SKD (+45/+72)-11---


236AC6P6P6B

Duo Lon
duolon_236ac6p6p6b
236AC6P6P6B
236AC6P6P6B
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27Crumple (+108)-9---


Rekka Forward Teleport D

236A6P6P6D

Duo Lon
duolon_236a6p6p6d
236A6P6P6D
236A6P6P6D
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----37SKD (+20/+47)-25---


236C6P6P6D

Duo Lon
duolon_236c6p6p6d
236C6P6P6D
236C6P6P6D
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----37SKD (+31/+58)-25---


236AC6P6P6D

Duo Lon
duolon_236ac6p6p6d
236AC6P6P6D
236AC6P6P6D
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27Crumple (+98)-19---


Rekka Forward Teleport BD

236A6P6P6BD

Duo Lon
duolon_236a6p6p6bd
236A6P6P6BD
236A6P6P6BD
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50SKD (+11/+38)-34---


236C6P6P6BD

Duo Lon
duolon_236c6p6p6bd
236C6P6P6BD
236C6P6P6BD
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50SKD (+22/+49)-34---


236AC6P6P6BD

Duo Lon
duolon_236ac6p6p6bd
236AC6P6P6BD
236AC6P6P6BD
Himou Kyaku Forward
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50Crumple (+85)-32---


EX Rekka Back Teleport

236AC6P6P4B

Duo Lon
duolon_236ac6p6p4b
236AC6P6P4B
236AC6P6P4B
Himou Kyaku Backward
XV Duo Lon 214B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----32Crumple (+103)-14---


236AC6P6P4D

Duo Lon
duolon_236ac6p6p4d
236AC6P6P4D
236AC6P6P4D
Himou Kyaku Backward
XV Duo Lon 214B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----42Crumple (+93)-24---


236AC6P6P4BD

Duo Lon
duolon_236ac6p6p4bd
236AC6P6P4BD
236AC6P6P4BD
Himou Kyaku Backward
XV Duo Lon 214B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----36Crumple (+99)-18---


Himou Kyaku Forward

236B

Duo Lon
duolon_236b
236B
236B
Himou Kyaku Forward
XV Duo Lon 236B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27-----


236D

Duo Lon
duolon_236d
236D
236D
Himou Kyaku Forward
XV Duo Lon 236B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----37-----


236BD

Duo Lon
duolon_236bd
236BD
236BD
Himou Kyaku Forward
XV Duo Lon 236B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50-----


Himou Kyaku Backward

214B

Duo Lon
duolon_214b
214B
214B
Himou Kyaku Backward
XV Duo Lon 214B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----32-----


214D

Duo Lon
duolon_214d
214D
214D
Himou Kyaku Backward
XV Duo Lon 214B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----42-----


214BD

Duo Lon
duolon_214bd
214BD
214BD
Himou Kyaku Backward
XV Duo Lon 214B 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----36-----


Supers

Hiden Genmu Bakuto Shikon

214236A/C

Duo Lon
duolon_214236p
214236A/C
214236A/C
Hiden Genmu Bakuto Shikon
XV duolon 214236p 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (160+0) Min: 80Midadvanced, climax101354HKD (+37)-48~-36Full Body: 1 to 3 (3 Frames)00


214236AC

Duo Lon
duolon_214236ac
214236AC
214236AC
Hiden Genmu Bakuto Shikon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
340 (35*4+200) Min: 168Midclimax81754HKD (+63)-52~-39Full Body: 1 (1 Frame)00


Hiden Genmu Onryou Heki

214214A/C

Duo Lon
duolon_214214p
214214A/C
214214A/C
Hiden Genmu Onryou Heki
XV duolon 214214p 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
175 (15*11+10) Min: 82Midadvanced, climax106073HKD (+35)-47Full Body: 1 to 15 (15 Frames)00


214214AC

Duo Lon
duolon_214214ac
214214AC
214214AC
Hiden Genmu Onryou Heki
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
335 (15*19+50) Min: 158Midclimax81754HKD (+63)-38Full Body: 1 to 27 (27 Frames)00


climax Super

2141236CD

Duo Lon
duolon_2141236cd
2141236CD
2141236CD
Mugen Juon Toubu
XV duolon 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
431 (0+10*28+150+1) Min: 216Mid-133055HKD (+37)-66Full Body: 1 to 21 (21 Frames)00