Difference between revisions of "The King of Fighters XV/K'/Data"
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(33 intermediate revisions by 4 users not shown) | |||
Line 9: | Line 9: | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 7 | ||
| hitadv = + | | hitadv = +5 | ||
| blockadv = + | | blockadv = +3 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 28: | Line 28: | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
Line 45: | Line 45: | ||
| images = XV_k_clc_ima.png | | images = XV_k_clc_ima.png | ||
| hitboxes = XV_k_clc.png | | hitboxes = XV_k_clc.png | ||
| damage = 35+35 | | damage = 70 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 2 (2) 3 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = 35+35 | | stun = 70 (35+35) | ||
| guardDamage = 60+60 | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 66: | Line 66: | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 88: | Line 88: | ||
| cancel = | | cancel = | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
Line 105: | Line 105: | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 11 | ||
| hitadv = | | hitadv = 0 | ||
| blockadv = - | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 124: | Line 124: | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 8 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 143: | Line 143: | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 16 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 163: | Line 163: | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = + | | hitadv = +4 | ||
| blockadv = + | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 180: | Line 180: | ||
| images = XV_k_2b_ima.png | | images = XV_k_2b_ima.png | ||
| hitboxes = XV_k_2b.png | | hitboxes = XV_k_2b.png | ||
| damage = | | damage = 15 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 201: | Line 201: | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -8 | | hitadv = -8 | ||
| blockadv = -10 | | blockadv = -10 | ||
Line 220: | Line 220: | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = SKD (25: Tech / 52: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
Line 243: | Line 243: | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 265: | Line 265: | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 287: | Line 287: | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 13 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 309: | Line 309: | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 331: | Line 331: | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 6 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 353: | Line 353: | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 375: | Line 375: | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 9 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 397: | Line 397: | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 418: | Line 418: | ||
| images = XV_k_rush1_ima.png | | images = XV_k_rush1_ima.png | ||
| hitboxes = XV_k_rush1.png | | hitboxes = XV_k_rush1.png | ||
| damage = 25 | | damage = 48 (25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 428: | Line 428: | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = 60 | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 440: | Line 440: | ||
| images = XV_k_rush2_ima.png | | images = XV_k_rush2_ima.png | ||
| hitboxes = XV_k_rush2.png | | hitboxes = XV_k_rush2.png | ||
| damage = 25 | | damage = 70 (25+25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 450: | Line 450: | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = 60 | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 463: | Line 463: | ||
| damage = 75 [60] | | damage = 75 [60] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super [special] | ||
| startup = 22 | | startup = 22 [15] | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = HKD(92) [-13] | ||
| stun = 120 [60] | | stun = 120 [60] | ||
| guardDamage = 120 [80] | | guardDamage = 120 [80] | ||
Line 482: | Line 482: | ||
| damage = 70 | | damage = 70 | ||
| guard = High [Mid] | | guard = High [Mid] | ||
| cancel = | | cancel = special | ||
| startup = 22 | | startup = 22 [14] | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = -9 | ||
| blockadv = - | | blockadv = -11 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
Line 493: | Line 493: | ||
}} | }} | ||
====Sniper | ====Sniper Side==== | ||
{{MoveData-KOFXV | character = K' | moveId = k_4b | {{MoveData-KOFXV | character = K' | moveId = k_4b | ||
| name = Sniper | | name = Sniper Side | ||
| input = 4B | | input = 4B | ||
| images = XV_k_4b_ima.png | | images = XV_k_4b_ima.png | ||
Line 501: | Line 501: | ||
| damage = 50 | | damage = 50 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = -5 | ||
| blockadv = - | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
Line 521: | Line 521: | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = Wall Splat - HKD(gnd - 71 to 87) | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
Line 542: | Line 542: | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = Crumple - HKD(93) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 200 | | guardDamage = 200 | ||
Line 564: | Line 564: | ||
| cancel = | | cancel = | ||
| startup = 17 | | startup = 17 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 586: | Line 586: | ||
| cancel = | | cancel = | ||
| startup = 17 | | startup = 17 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 606: | Line 606: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD(33) | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 625: | Line 625: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD(34) | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 649: | Line 649: | ||
| cancel = | | cancel = | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = SKD(31: Tech / 58: Non-tech) | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
Line 671: | Line 671: | ||
| cancel = | | cancel = | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 15 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 693: | Line 693: | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 19 | ||
| hitadv = | | hitadv = SKD(32: Tech / 59: Non-tech) | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
Line 707: | Line 707: | ||
| name = Second Whip | | name = Second Whip | ||
| header = yes | | header = yes | ||
| version = 6A | | version = 236A~6A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236A~6A | | input = 236A~6A | ||
Line 716: | Line 716: | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
Line 728: | Line 728: | ||
{{MoveData-KOFXV | character = K' | moveId = k_236a_6b | {{MoveData-KOFXV | character = K' | moveId = k_236a_6b | ||
| name = Second Shoot | | name = Second Shoot | ||
| header = | | header = yes | ||
| version = 6B | | version = 236A~6B | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236A~6B | | input = 236A~6B | ||
Line 736: | Line 736: | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = -5 | ||
| blockadv = -7 | | blockadv = -7 (Close Range) to 24 (Max Range) | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
Line 750: | Line 750: | ||
{{MoveData-KOFXV | character = K' | moveId = k_236a_6c | {{MoveData-KOFXV | character = K' | moveId = k_236a_6c | ||
| name = Second Knuckle | | name = Second Knuckle | ||
| header = | | header = yes | ||
| version = 6C | | version = 236A~6C | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236A~6C | | input = 236A~6C | ||
Line 758: | Line 758: | ||
| damage = 60 | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -10 | | blockadv = -10 (Close Range) to -3 (Max Range) | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
Line 772: | Line 772: | ||
{{MoveData-KOFXV | character = K' | moveId = k_236a_6d | {{MoveData-KOFXV | character = K' | moveId = k_236a_6d | ||
| name = Second Shell | | name = Second Shell | ||
| header = | | header = yes | ||
| version = 6D | | version = 236A~6D | ||
| orderId = 4 | | orderId = 4 | ||
| input = 236A~6D | | input = 236A~6D | ||
Line 782: | Line 782: | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
Line 794: | Line 794: | ||
{{MoveData-KOFXV | character = K' | moveId = k_236a_4k | {{MoveData-KOFXV | character = K' | moveId = k_236a_4k | ||
| name = Blackout | | name = Blackout | ||
| header = | | header = yes | ||
| version = 4B/D | | version = 236A~4B/D | ||
| orderId = 5 | | orderId = 5 | ||
| input = 236A~4B/D | | input = 236A~4B/D | ||
| images = | | images = XV_k_236b_ima.png | ||
| hitboxes = XV_k_236a_4k.png | | hitboxes = XV_k_236a_4k.png | ||
| damage = | | damage = | ||
Line 805: | Line 805: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 32 [40] | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 9 to 24 (16 Frames) [Full Body: 14 to 30 (16 Frames)] | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 817: | Line 817: | ||
{{MoveData-KOFXV | character = K' | moveId = k_236c_6a | {{MoveData-KOFXV | character = K' | moveId = k_236c_6a | ||
| name = Second Whip | | name = Second Whip | ||
| header = | | header = no | ||
| version = 6A | | version = 236C~6A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236C~6A | | input = 236C~6A | ||
| images = | | images = XV_k_236a_6a_ima.png | ||
| hitboxes = XV_k_236c_6a.png | | hitboxes = XV_k_236c_6a.png | ||
| damage = 50 | | damage = 50 | ||
Line 827: | Line 827: | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
Line 840: | Line 840: | ||
| name = Second Shoot | | name = Second Shoot | ||
| header = no | | header = no | ||
| version = 6B | | version = 236C~6B | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236C~6B | | input = 236C~6B | ||
| images = | | images = XV_k_236a_6b_ima.png | ||
| hitboxes = XV_k_236c_6b.png | | hitboxes = XV_k_236c_6b.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 31 | ||
| hitadv = -5 | | hitadv = -5 | ||
| blockadv = -7 | | blockadv = -7 (Close Range) to 24 (Max Range) | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
Line 862: | Line 862: | ||
| name = Second Knuckle | | name = Second Knuckle | ||
| header = no | | header = no | ||
| version = 6C | | version = 236C~6C | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236C~6C | | input = 236C~6C | ||
| images = | | images = XV_k_236a_6c_ima.png | ||
| hitboxes = XV_k_236c_6c.png | | hitboxes = XV_k_236c_6c.png | ||
| damage = 60 | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -10 | | blockadv = -10 (Close Range) to -3 (Max Range) | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
Line 884: | Line 884: | ||
| name = Second Shell | | name = Second Shell | ||
| header = no | | header = no | ||
| version = 6D | | version = 236C~6D | ||
| orderId = 4 | | orderId = 4 | ||
| input = 236C~6D | | input = 236C~6D | ||
| images = | | images = XV_k_236a_6d_ima.png | ||
| hitboxes = XV_k_236c_6d.png | | hitboxes = XV_k_236c_6d.png | ||
| damage = 40 | | damage = 40 | ||
Line 893: | Line 893: | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
Line 906: | Line 906: | ||
| name = Blackout | | name = Blackout | ||
| header = no | | header = no | ||
| version = 4B/D | | version = 236C~4B/D | ||
| orderId = 5 | | orderId = 5 | ||
| input = 236C~4B/D | | input = 236C~4B/D | ||
| images = | | images = XV_k_236b_ima.png | ||
| hitboxes = XV_k_236c_4k.png | | hitboxes = XV_k_236c_4k.png | ||
| damage = | | damage = | ||
Line 916: | Line 916: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 32 [40] | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 9 to 24 (16 Frames) [Full Body: 14 to 30 (16 Frames)] | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 928: | Line 928: | ||
{{MoveData-KOFXV | character = K' | moveId = k_236ac_6a | {{MoveData-KOFXV | character = K' | moveId = k_236ac_6a | ||
| name = Second Whip | | name = Second Whip | ||
| header = | | header = no | ||
| version = 6A | | version = 236AC~6A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236AC~6A | | input = 236AC~6A | ||
| images = | | images = XV_k_236a_6a_ima.png | ||
| hitboxes = XV_k_236ac_6a.png | | hitboxes = XV_k_236ac_6a.png | ||
| damage = 90 | | damage = 90 | ||
Line 938: | Line 938: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = HKD(47) | ||
| blockadv = - | | blockadv = -3 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 951: | Line 951: | ||
| name = Second Shoot | | name = Second Shoot | ||
| header = no | | header = no | ||
| version = 6B | | version = 236AC~6B | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236AC~6B | | input = 236AC~6B | ||
| images = | | images = XV_k_236a_6b_ima.png | ||
| hitboxes = XV_k_236ac_6b.png | | hitboxes = XV_k_236ac_6b.png | ||
| damage = 40+40 | | damage = 78 (40+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 30 | ||
| hitadv = | | hitadv = SKD(+47) | ||
| blockadv = | | blockadv = 3 (Close Range) to 28 (Max Range) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 40+40 | | guardDamage = 80 (40+40) | ||
}} | }} | ||
Line 973: | Line 973: | ||
| name = Second Knuckle | | name = Second Knuckle | ||
| header = no | | header = no | ||
| version = 6C | | version = 236AC~6C | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236AC~6C | | input = 236AC~6C | ||
| images = | | images = XV_k_236a_6c_ima.png | ||
| hitboxes = XV_k_236ac_6c.png | | hitboxes = XV_k_236ac_6c.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 15 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 19 | ||
| hitadv = | | hitadv = SKD(42: Tech / 82: Non-tech) | ||
| blockadv = - | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 995: | Line 995: | ||
| name = Second Shell | | name = Second Shell | ||
| header = no | | header = no | ||
| version = 6D | | version = 236AC~6D | ||
| orderId = 4 | | orderId = 4 | ||
| input = 236AC~6D | | input = 236AC~6D | ||
| images = | | images = XV_k_236a_6d_ima.png | ||
| hitboxes = XV_k_236ac_6d.png | | hitboxes = XV_k_236ac_6d.png | ||
| damage = 40 | | damage = 40 | ||
Line 1,004: | Line 1,004: | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = SKD(51: Tech / 78: Non-tech) | ||
| blockadv = - | | blockadv = -3 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 1,017: | Line 1,017: | ||
| name = Blackout (EX Second Shell) | | name = Blackout (EX Second Shell) | ||
| header = no | | header = no | ||
| version = 6D~4B/D | | version = 236AC~6D~4B/D | ||
| orderId = 5 | | orderId = 5 | ||
| input = 236AC~6D~4B/D | | input = 236AC~6D~4B/D | ||
| images = | | images = XV_k_236a_6d_ima.png | ||
| hitboxes = XV_k_236ac_6d_4k.png | | hitboxes = XV_k_236ac_6d_4k.png | ||
| damage = | | damage = | ||
Line 1,027: | Line 1,027: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 29 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 1,039: | Line 1,039: | ||
| name = Blackout | | name = Blackout | ||
| header = no | | header = no | ||
| version = 4B/D | | version = 236AC~4B/D | ||
| orderId = 6 | | orderId = 6 | ||
| input = 236AC~4B/D | | input = 236AC~4B/D | ||
| images = | | images = XV_k_236b_ima.png | ||
| hitboxes = XV_k_236ac_4k.png | | hitboxes = XV_k_236ac_4k.png | ||
| damage = | | damage = | ||
Line 1,049: | Line 1,049: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 4 to 14 (11 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 1,072: | Line 1,072: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 9 to 24 (16 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 1,094: | Line 1,094: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 14 to 30 (16 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 1,116: | Line 1,116: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 28 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 4 to 14 (11 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 1,134: | Line 1,134: | ||
| images = XV_k_623a_ima.png | | images = XV_k_623a_ima.png | ||
| hitboxes = XV_k_623a.png | | hitboxes = XV_k_623a.png | ||
| damage = 50+30 | | damage = 78 (50+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super(1) | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 39 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -26 | | blockadv = -26 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 5 (5 frames) | ||
| stun = 40+40 | | stun = 80 (40+40) | ||
| guardDamage = 40+40 | | guardDamage = 80 (40+40) | ||
}} | }} | ||
Line 1,156: | Line 1,156: | ||
| images = XV_k_623a_ima.png | | images = XV_k_623a_ima.png | ||
| hitboxes = XV_k_623c.png | | hitboxes = XV_k_623c.png | ||
| damage = 50+30+30 | | damage = 105 (50+30+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super(1) | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 18 | ||
| recovery = | | recovery = 54 | ||
| hitadv = | | hitadv = KND (0) | ||
| blockadv = - | | blockadv = -48 | ||
| invul = | | invul = Full Body: 1 to 11 (11 Frames) | ||
| stun = 40+40+40 | | stun = 120 (40+40+40) | ||
| guardDamage = 40+40+40 | | guardDamage = 120 (40+40+40) | ||
}} | }} | ||
Line 1,178: | Line 1,178: | ||
| images = XV_k_623a_ima.png | | images = XV_k_623a_ima.png | ||
| hitboxes = XV_k_623ac.png | | hitboxes = XV_k_623ac.png | ||
| damage = 10*8+30+30+40 | | damage = 163 (10*8+30+30+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 11 (11) 10 (19) 7 | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = Hard KD (+30) | ||
| blockadv = -42 | | blockadv = -42 | ||
| invul = | | invul = Full Body: 1 to 10 (10 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 20*10+40 | | guardDamage = 240 (20*10+40) | ||
}} | }} | ||
Line 1,203: | Line 1,203: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 8 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = HKD(+30) | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 1,227: | Line 1,227: | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = SKD (+46) | ||
| blockadv = - | | blockadv = -8 (Close Range) to -6 (Max Range) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 1,249: | Line 1,249: | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 35 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -19 | | blockadv = -19 | ||
| invul = | | invul = Full Body Armor: 5 to 7 (3 frames) | ||
| stun = 40 | | stun = 40 | ||
| guardDamage = 40 | | guardDamage = 40 | ||
Line 1,271: | Line 1,271: | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 35 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -19 | | blockadv = -19 | ||
| invul = | | invul = Full Body Armor: 1 to 4 (4 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 60 | | guardDamage = 60 | ||
Line 1,292: | Line 1,292: | ||
| damage = 60 | | damage = 60 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = super | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -10 | | blockadv = -10 (Close) to -2 (Max Range) | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
Line 1,315: | Line 1,315: | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = Juggle (+42) | ||
| blockadv = - | | blockadv = -14 (Close) to -6 (Max Range) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 1,339: | Line 1,339: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 22 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = - | | blockadv = -16 (Lowest height) to -23 (Highest height) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 1,355: | Line 1,355: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.214D | | input = j.214D | ||
| images = | | images = XV_k_214b_ima.png | ||
| hitboxes = XV_k_j214d.png | | hitboxes = XV_k_j214d.png | ||
| damage = 100 | | damage = 100 | ||
Line 1,361: | Line 1,361: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 22 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = - | | blockadv = -16 (Lowest height) to -23 (Highest height) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 1,383: | Line 1,383: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 16 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = - | | blockadv = -10 (Lowest height) to -17 (Highest height) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 1,401: | Line 1,401: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236236A/C | | input = 236236A/C | ||
| images = | | images = XV_k_236236a_ima.png | ||
| hitboxes = XV_k_236236p.png | | hitboxes = XV_k_236236p.png | ||
| damage = 160/180/220/280 | | damage = 160/180/220/280 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 7 [101] | | startup = 7 [101] | ||
| active = | | active = 17 | ||
| recovery = | | recovery = 46 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -52 | | blockadv = -52 | ||
| invul = | | invul = Full Body: 1 to 3 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,423: | Line 1,423: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236236AC | | input = 236236AC | ||
| images = | | images = XV_k_236236a_ima.png | ||
| hitboxes = XV_k_236236ac.png | | hitboxes = XV_k_236236ac.png | ||
| damage = 300/330/360/400 | | damage = 300/330/360/400 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 9 [84] | | startup = 9 [84] | ||
| active = | | active = 18 | ||
| recovery = | | recovery = 45 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -52 | | blockadv = -52 | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,446: | Line 1,446: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 2363214A/C | | input = 2363214A/C | ||
| images = | | images = XV_k_23623214a_ima.png | ||
| hitboxes = XV_k_2363214p.png | | hitboxes = XV_k_2363214p.png | ||
| damage = 0+25+15*6+10+15*2+55 | | damage = 200 (0+25+15*6+10+15*2+55) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 88 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -75 | | blockadv = -75 | ||
| invul = | | invul = Full Body: 1 to 15 (15 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,468: | Line 1,468: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 2363214AC | | input = 2363214AC | ||
| images = | | images = XV_k_23623214a_ima.png | ||
| hitboxes = XV_k_2363214ac.png | | hitboxes = XV_k_2363214ac.png | ||
| damage = 0+40+20*9+50+80 | | damage = 350 (0+40+20*9+50+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 75 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -61 | | blockadv = -61 | ||
| invul = | | invul = Full Body: 1 to 16 (16 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
}} | }} | ||
===Climax super=== | ===Climax super=== | ||
====2141236CD==== | ====2141236CD==== | ||
Line 1,489: | Line 1,490: | ||
| images = XV_k_2141236cd_ima.png | | images = XV_k_2141236cd_ima.png | ||
| hitboxes = XV_k_2141236cd.png | | hitboxes = XV_k_2141236cd.png | ||
| damage = (20+0 | | damage = 435 ([20+0]*22+30) Min:245 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 20 | ||
| recovery = | | recovery = 169 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -168 | | blockadv = -168 | ||
| invul = | | invul = Full Body: 1 to 19 (19 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 |
Revision as of 02:30, 22 September 2022
Close Standing Normals
close A
K' k_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 7 | +5 | +3 | - | 30 | 60 |
close B
K' k_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 6 | 3 | 8 | +4 | +2 | - | 30 | 60 |
close C
K' k_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 5 | 2 (2) 3 | 20 | -2 | -4 | - | 70 (35+35) | 120 (60+60) |
close D
K' k_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 3 | 20 | -2 | -4 | - | 70 | 120 |
Far Standing Normals
far A
K' k_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A far A | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | - | 4 | 4 | 7 | +4 | +2 | - | 30 | 60 |
far B
K' k_fb | ||||||||||
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f.B
f.B far B | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 8 | 4 | 11 | 0 | -2 | - | 30 | 60 |
far C
K' k_fc | ||||||||||
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f.C
f.C far C | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | special | 8 | 3 | 20 | -2 | -4 | - | 70 | 120 |
far D
K' k_fd | ||||||||||
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f.D
f.D far D | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 9 | 5 | 16 | 0 | -2 | - | 70 | 120 |
Crouch Normals
crouch A
K' k_2a | ||||||||||
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2A
2A crouch A | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
crouch B
K' k_2b | ||||||||||
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2B
2B crouch B | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | command | 5 | 4 | 9 | +2 | 0 | - | 15 | 30 |
crouch C
K' k_2c | ||||||||||
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2C
2C crouch C | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 6 | 6 | 23 | -8 | -10 | - | 70 | 120 |
crouch D
K' k_2d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D crouch D | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 8 | 4 | 20 | SKD (25: Tech / 52: Non-tech) | -5 | - | 70 | 120 |
jump normals
hop A
K' k_ha | ||||||||||
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h.A
h.A hop A | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 8 | 7 | 1 on ground | - | - | - | 30 | 50 |
jump A
K' k_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 8 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop B
K' k_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 4 | 13 | 1 on ground | - | - | - | 30 | 50 |
jump B
K' k_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump B | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 4 | 14 | 1 on ground | - | - | - | 30 | 60 |
hop C
K' k_hc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.C
h.C hop C | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 6 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump C
K' k_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump C | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 6 | 8 | 1 on ground | - | - | - | 70 | 120 |
hop D
K' k_hd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.D
h.D hop D | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 9 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump D
K' k_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 10 | 6 | 1 on ground | - | - | - | 70 | 120 |
rush Moves
rush 1
K' k_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 done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | - | 6 | - | - | -17 | -19 | - | 30 | 120 (60+60) |
rush 2
K' k_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 done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | - | 6 | - | - | -15 | -17 | - | 30 | 120 (60+60) |
Command normals
command input 1
One Inch
K' k_6a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6A
6A One Inch | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
75 [60] | Mid | super [special] | 22 [15] | 9 | 25 | - | -5 | HKD(92) [-13] | 120 [60] | 120 [80] |
Knee Assault
K' k_6bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6B
6B Knee Assault | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High [Mid] | special | 22 [14] | 6 | 24 | -9 | -11 | - | 70 | 80 |
Sniper Side
K' k_4b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
4B
4B Sniper Side | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | special | 15 | 6 | 20 | -5 | -7 | - | 60 | 80 |
Blowback
Blowback
K' k_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | command | 14 | 4 | 25 | Wall Splat - HKD(gnd - 71 to 87) | -6 | - | 100 | 160 |
Shatterstrike
K' k_236cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236CD
236CD Shatterstrike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD(93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
hop CD
K' k_hcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.CD
h.CD hop CD | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 17 | 5 | 1 on ground | - | - | - | 80 | 120 |
jump CD
K' k_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump CD | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 17 | 6 | 1 on ground | - | - | - | 80 | 140 |
Throws
Spotpile
K' k_cthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6C
(close) 4/6C Spotpile | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD(33) | - | - | 0 | 0 |
Knee Strike
K' k_dthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6D
(close) 4/6D Knee Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD(34) | - | - | 0 | 0 |
Specials
Ein Trigger
236A
K' k_236a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236A
236A Ein Trigger | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 9 | 12 | 15 | SKD(31: Tech / 58: Non-tech) | -4 | - | 40 | 60 |
236C
K' k_236c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236C
236C Ein Trigger | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 9 | 12 | 15 | -2 | -4 | - | 40 | 60 |
236AC
K' k_236ac | ||||||||||
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236AC
236AC Ein Trigger | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | - | 7 | 12 | 19 | SKD(32: Tech / 59: Non-tech) | -1 | - | 0 | 80 |
Second Whip
236A~6A
K' k_236a_6a | ||||||||||
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236A~6A
236A~6A Second Whip | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | - | 15 | 9 | 15 | SKD | -2 | - | 60 | 40 |
236A~6B
K' k_236a_6b | ||||||||||
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236A~6B
236A~6B Second Shoot | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 8 | Full Screen Projectile | 31 | -5 | -7 (Close Range) to 24 (Max Range) | - | 60 | 60 |
236A~6C
K' k_236a_6c | ||||||||||
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236A~6C
236A~6C Second Knuckle | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 15 | 7 | 22 | SKD | -10 (Close Range) to -3 (Max Range) | - | 60 | 40 |
236A~6D
K' k_236a_6d | ||||||||||
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236A~6D
236A~6D Second Shell | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 7 | 12 | 21 | SKD | -7 | - | 30 | 60 |
236A~4B/D
K' k_236a_4k | ||||||||||
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236A~4B/D
236A~4B/D Blackout | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 32 [40] | - | - | Full Body: 9 to 24 (16 Frames) [Full Body: 14 to 30 (16 Frames)] | - | - |
Second Whip
236C~6A
K' k_236c_6a | ||||||||||
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236C~6A
236C~6A Second Whip | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | - | 15 | 9 | 15 | SKD | -2 | - | 60 | 40 |
236C~6B
K' k_236c_6b | ||||||||||
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236C~6B
236C~6B Second Shoot | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 8 | Full Screen Projectile | 31 | -5 | -7 (Close Range) to 24 (Max Range) | - | 60 | 60 |
236C~6C
K' k_236c_6c | ||||||||||
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236C~6C
236C~6C Second Knuckle | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 15 | 7 | 22 | SKD | -10 (Close Range) to -3 (Max Range) | - | 60 | 40 |
236C~6D
K' k_236c_6d | ||||||||||
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236C~6D
236C~6D Second Shell | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 7 | 12 | 21 | SKD | -7 | - | 30 | 60 |
236C~4B/D
K' k_236c_4k | ||||||||||
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236C~4B/D
236C~4B/D Blackout | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 32 [40] | - | - | Full Body: 9 to 24 (16 Frames) [Full Body: 14 to 30 (16 Frames)] | - | - |
Second Whip
236AC~6A
K' k_236ac_6a | ||||||||||
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236AC~6A
236AC~6A Second Whip | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | High | - | 13 | 9 | 15 | HKD(47) | -3 | - | 0 | 80 |
236AC~6B
K' k_236ac_6b | ||||||||||
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236AC~6B
236AC~6B Second Shoot | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
78 (40+40) | Mid | - | 7 | Full Screen Projectile | 30 | SKD(+47) | 3 (Close Range) to 28 (Max Range) | - | 0 | 80 (40+40) |
236AC~6C
K' k_236ac_6c | ||||||||||
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236AC~6C
236AC~6C Second Knuckle | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 15 | 7 | 19 | SKD(42: Tech / 82: Non-tech) | -1 | - | 0 | 40 |
236AC~6D
K' k_236ac_6d | ||||||||||
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236AC~6D
236AC~6D Second Shell | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 7 | 12 | 18 | SKD(51: Tech / 78: Non-tech) | -3 | - | 0 | 60 |
236AC~6D~4B/D
K' k_236ac_6d_4k | ||||||||||
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236AC~6D~4B/D
236AC~6D~4B/D Blackout (EX Second Shell) | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 29 | - | - | - | - | - |
236AC~4B/D
K' k_236ac_4k | ||||||||||
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236AC~4B/D
236AC~4B/D Blackout | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 25 | - | - | Full Body: 4 to 14 (11 Frames) | - | - |
Blackout
236B
K' k_236b | ||||||||||
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236B
236B Blackout | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 32 | - | - | Full Body: 9 to 24 (16 Frames) | - | - |
236D
K' k_236d | ||||||||||
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236D
236D Blackout | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 32 | - | - | Full Body: 14 to 30 (16 Frames) | - | - |
236BD
K' k_236bd | ||||||||||
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236BD
236BD Blackout | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 28 | - | - | Full Body: 4 to 14 (11 Frames) | - | - |
Crow Bite
623A
K' k_623a | ||||||||||
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623A
623A Crow Bite | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
78 (50+30) | Mid | super(1) | 4 | 11 | 39 | SKD | -26 | Full body against non-projectile air moves: 1 to 5 (5 frames) | 80 (40+40) | 80 (40+40) |
623C
K' k_623c | ||||||||||
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623C
623C Crow Bite | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
105 (50+30+30) | Mid | super(1) | 7 | 18 | 54 | KND (0) | -48 | Full Body: 1 to 11 (11 Frames) | 120 (40+40+40) | 120 (40+40+40) |
623AC
K' k_623ac | ||||||||||
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623AC
623AC Crow Bite | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
163 (10*8+30+30+40) | Mid | - | 4 | 11 (11) 10 (19) 7 | 31 | Hard KD (+30) | -42 | Full Body: 1 to 10 (10 Frames) | 0 | 240 (20*10+40) |
623C~6B/D
K' k_623c_6k | ||||||||||
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623C~6B/D
623C~6B/D Crow Bite (follow up) | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | - | - | 8 | 6 | 32 | HKD(+30) | - | - | 40 | ? |
Minute Spike
214B
K' k_214b | ||||||||||
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214B
214B Minute Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 3 | 24 | SKD (+46) | -8 (Close Range) to -6 (Max Range) | - | 40 | 40 |
214D
K' k_214d | ||||||||||
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214D
214D Minute Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 3 | 35 | SKD | -19 | Full Body Armor: 5 to 7 (3 frames) | 40 | 40 |
214BD
K' k_214bd | ||||||||||
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214BD
214BD Minute Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 15 | 3 | 35 | SKD | -19 | Full Body Armor: 1 to 4 (4 frames) | 0 | 60 |
Narrow Spike
214B/D~214B/D
K' k_214k_214k | ||||||||||
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214B/D~214B/D
214B/D~214B/D Narrow Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Low | super | 12 | 9 | 12 | SKD | -10 (Close) to -2 (Max Range) | - | 70 | 120 |
214BD~214B/D
K' k_214bd_214k | ||||||||||
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214BD~214B/D
214BD~214B/D Narrow Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | - | 6 | 9 | 10 | Juggle (+42) | -14 (Close) to -6 (Max Range) | - | 0 | 100 |
Air Minute Spike
j.214B
K' k_j214b | ||||||||||
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j.214B
j.214B Air Minute Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 13 | 3 | 22 on ground | - | -16 (Lowest height) to -23 (Highest height) | - | 40 | 40 |
j.214D
K' k_j214d | ||||||||||
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j.214D
j.214D Air Minute Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 13 | 3 | 22 on ground | - | -16 (Lowest height) to -23 (Highest height) | - | 40 | 40 |
j.214BD
K' k_j214bd | ||||||||||
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j.214BD
j.214BD Air Minute Spike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | - | 13 | 3 | 16 on ground | SKD | -10 (Lowest height) to -17 (Highest height) | - | 0 | 40 |
Supers
Heat Drive
236236A/C
K' k_236236p | ||||||||||
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236236A/C
236236A/C Heat Drive | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
160/180/220/280 | Mid | advanced, climax | 7 [101] | 17 | 46 | HKD | -52 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236236AC
K' k_236236ac | ||||||||||
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236236AC
236236AC Heat Drive | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
300/330/360/400 | Mid | climax | 9 [84] | 18 | 45 | HKD | -52 | Full Body: 1 (1 Frame) | 0 | 0 |
Chain Drive
2363214A/C
K' k_2363214p | ||||||||||
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2363214A/C
2363214A/C Chain Drive | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
200 (0+25+15*6+10+15*2+55) | Mid | advanced, climax | 13 | Projectile | 88 | HKD | -75 | Full Body: 1 to 15 (15 Frames) | 0 | 0 |
2363214AC
K' k_2363214ac | ||||||||||
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2363214AC
2363214AC Chain Drive | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
350 (0+40+20*9+50+80) | Mid | climax | 12 | Projectile | 75 | HKD | -61 | Full Body: 1 to 16 (16 Frames) | 0 | 0 |
Climax super
2141236CD
K' k_2141236cd | ||||||||||
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2141236CD
2141236CD Hyper Chain Drive | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
435 ([20+0]*22+30) Min:245 | Mid | - | 9 | 20 | 169 | HKD | -168 | Full Body: 1 to 19 (19 Frames) | 0 | 0 |