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The King of Fighters XV/Rock Howard/Data: Difference between revisions

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AmedoS310 (talk | contribs)
 
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Line 9: Line 9:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 6
| hitadv      = +6
| hitadv      = +6
| blockadv    = +4
| blockadv    = +4
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 28: Line 28:
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 3
| recovery    =  
| recovery    = 8
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 47: Line 47:
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 3
| recovery    =  
| recovery    = 19
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 66: Line 66:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 7
| startup    = 7
| active      =  
| active      = 6
| recovery    =  
| recovery    = 17
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 87: Line 87:
| images      = XV_rock_rush1_ima.png
| images      = XV_rock_rush1_ima.png
| hitboxes    = XV_rock_rush1.png
| hitboxes    = XV_rock_rush1.png
| damage      = 25
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = Rush
| startup    = 4,8
| startup    = 8
| active      =  
| active      =  
| recovery    =  
| recovery    =  
Line 96: Line 96:
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 0
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}


Line 109: Line 109:
| images      = XV_rock_rush2_ima.png
| images      = XV_rock_rush2_ima.png
| hitboxes    = XV_rock_rush2.png
| hitboxes    = XV_rock_rush2.png
| damage      = 25
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = Rush
| startup    = 4,8,10
| startup    = 10
| active      =  
| active      =  
| recovery    =  
| recovery    =  
Line 118: Line 118:
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 0
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}
===Far normals===
===Far normals===
====far A====
====far A====
Line 130: Line 131:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = SP/SU
| cancel      = special
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 149: Line 150:
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 165: Line 166:
| input      = f.C
| input      = f.C
| images      = XV_rock_fc_ima.png
| images      = XV_rock_fc_ima.png
| hitboxes    = XV_rock_fc.png
| hitboxes    = XV_rock_fc.png, XV_rock_fc2.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = SP/SU
| cancel      = special
| startup    = 8
| startup    = 8
| active      =  
| active      = 3
| recovery    =  
| recovery    = 27
| hitadv      = -4
| hitadv      = -9
| blockadv    = -6
| blockadv    = -11
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 187: Line 188:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 8
| startup    = 8
| active      =  
| active      = 4
| recovery    =  
| recovery    = 23
| hitadv      = -6
| hitadv      = -6
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
===Crouch normals===
===Crouch normals===
====crouch A====
====crouch A====
Line 206: Line 208:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 8
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 223: Line 225:
| images      = XV_rock_2b_ima.png
| images      = XV_rock_2b_ima.png
| hitboxes    = XV_rock_2b.png
| hitboxes    = XV_rock_2b.png
| damage      = 30
| damage      = 15
| guard      = Low
| guard      = Low
| cancel      = SU
| cancel      = super
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 11
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


Line 241: Line 243:
| input      = 2C
| input      = 2C
| images      = XV_rock_2c_ima.png
| images      = XV_rock_2c_ima.png
| hitboxes    = XV_rock_2c.png
| hitboxes    = XV_rock_2c.png, XV_rock_2c2.png, XV_rock_2c3.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = CMD/SP/SU
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 261: Line 263:
| images      = XV_rock_2d_ima.png
| images      = XV_rock_2d_ima.png
| hitboxes    = XV_rock_2d.png
| hitboxes    = XV_rock_2d.png
| damage      = 70
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      = SP/SU
| cancel      = special
| startup    = 9
| startup    = 9
| active      =  
| active      = 4
| recovery    =  
| recovery    = 22
| hitadv      = KND (+23)
| hitadv      = SKD (23: Tech / 50: Non-tech)
| blockadv    = -7
| blockadv    = -7
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
===Blowback===
===Blowback===
====Blowback====
====Blowback====
Line 282: Line 285:
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      = SP/SU
| cancel      = special
| startup    = 19
| startup    = 16
| active      =  
| active      = 7
| recovery    =  
| recovery    = 20
| hitadv      = Splat (+73~+88)
| hitadv      = Wall Splat (+73~+88)
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 100
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 297: Line 300:
| name        = Shatterstrike
| name        = Shatterstrike
| input      = 236CD
| input      = 236CD
| images      = XV_rock_cd_ima.png
| images      = XV_rock_236cd_ima.png
| hitboxes    = XV_rock_236cd.png
| hitboxes    = XV_rock_236cd.png, XV_rock_236cd2.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      = Crumple (+93)
| hitadv      = Crumple - HKD (+93)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Rock Howard | moveId = rock_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_rock_214cd_ima.png
| hitboxes    = XV_rock_214cd_hb.png, XV_rock_214cd2_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 150
}}
}}


Line 325: Line 347:
| cancel      = -
| cancel      = -
| startup    = 15
| startup    = 15
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 347: Line 369:
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 8
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
}}


Line 367: Line 389:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = +67
| hitadv      = HKD (67)
| blockadv    = N/A
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 386: Line 408:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = +36
| hitadv      = HKD (36)
| blockadv    = N/A
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 401: Line 423:
| input      = 6A
| input      = 6A
| images      = XV_rock_6a_ima.png
| images      = XV_rock_6a_ima.png
| hitboxes    = XV_rock_6a.png
| hitboxes    = XV_rock_6a.png, XV_rock_6a2.png
| damage      = 50
| damage      = 50
| guard      = Mid
| guard      = Mid
| cancel      = SP/SU
| cancel      = special
| startup    = 13
| startup    = 13
| active      =  
| active      = 5
| recovery    =  
| recovery    = 19
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


Line 419: Line 441:
| name        = Parabola Kick
| name        = Parabola Kick
| input      = 6B
| input      = 6B
| images      = XV_rock_6B_2_ima.png, XV_rock_6B_1_ima.png
| images      = XV_rock_6B_1_ima.png, XV_rock_6B_2_ima.png
| hitboxes    = XV_rock_6b.png
| hitboxes    = XV_rock_6b.png, XV_rock_6b2.png
| damage      = 70
| damage      = 70
| guard      = High [Mid]
| guard      = High [Mid]
| cancel      = [SP/SU]
| cancel      = super [special]
| startup    = 26 [?]
| startup    = 26 [20]
| active      =  
| active      = 3
| recovery    =  
| recovery    = 23
| hitadv      = -5 [?]
| hitadv      = -5
| blockadv    = -7 [?]
| blockadv    = -7
| invul      =  
| invul      =  
| stun        = 60 [40]
| stun        = 60 [40]
| guardDamage =  
| guardDamage = 60
}}
}}


Line 447: Line 469:
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 4
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 469: Line 491:
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 4
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 492: Line 514:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 514: Line 536:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 536: Line 558:
| cancel      =  
| cancel      =  
| startup    = 9
| startup    = 9
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 558: Line 580:
| cancel      =  
| cancel      =  
| startup    = 9
| startup    = 9
| active      =  
| active      = 8
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 575: Line 597:
| input      = h.D
| input      = h.D
| images      = XV_rock_jd_ima.png
| images      = XV_rock_jd_ima.png
| hitboxes    = XV_rock_hd.png
| hitboxes    = XV_rock_hd.png, XV_rock_hd2.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 597: Line 619:
| input      = j.D
| input      = j.D
| images      = XV_rock_jd_ima.png
| images      = XV_rock_jd_ima.png
| hitboxes    = XV_rock_jd.png
| hitboxes    = XV_rock_jd.png, XV_rock_jd2.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 621: Line 643:
| input      = 236A
| input      = 236A
| images      = XV_rock_236a_ima.png
| images      = XV_rock_236a_ima.png
| hitboxes    = XV_rock_236a.png
| hitboxes    = XV_rock_236a.png, XV_rock_236a2.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 16
| startup    = 16
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 29
| hitadv      = -3
| hitadv      = -3 (Close) to 26 (Max Range)
| blockadv    = -3
| blockadv    = -3 (Close) to 26 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 643: Line 665:
| input      = 236A
| input      = 236A
| images      = XV_rock_236a_ima.png
| images      = XV_rock_236a_ima.png
| hitboxes    = XV_rock_236a_install.png
| hitboxes    = XV_rock_236a_install.png, XV_rock_236a_install2.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 16
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 29
| hitadv      = -3
| hitadv      = -3 (Close) to 26 (Max Range)
| blockadv    = -3
| blockadv    = -3 (Close) to 26 (Max Range)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}


Line 665: Line 687:
| input      = 236C
| input      = 236C
| images      = XV_rock_236a_ima.png
| images      = XV_rock_236a_ima.png
| hitboxes    = XV_rock_236c.png
| hitboxes    = XV_rock_236a.png, XV_rock_236a2.png
| damage      = 65
| damage      = 65
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 14
| startup    = 14
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 39
| hitadv      = -13
| hitadv      = -13 (Close) to 25 (Max Range)
| blockadv    = -13
| blockadv    = -13 (Close) to 25 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 687: Line 709:
| input      = 236C
| input      = 236C
| images      = XV_rock_236a_ima.png
| images      = XV_rock_236a_ima.png
| hitboxes    = XV_rock_236c_install.png
| hitboxes    = XV_rock_236a_install.png, XV_rock_236a_install2.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 14
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 39
| hitadv      = -13
| hitadv      = -13 (Close) to 25 (Max Range)
| blockadv    = -13
| blockadv    = -13 (Close) to 25 (Max Range)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}


Line 709: Line 731:
| input      = 236AC
| input      = 236AC
| images      = XV_rock_236ac_ima.png
| images      = XV_rock_236ac_ima.png
| hitboxes    = XV_rock_236ac.png
| hitboxes    = XV_rock_236ac.png, XV_rock_236ac2.png, XV_rock_236ac3.png
| damage      = 40,60
| damage      = 97 (40+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 6 (8) Full Screen Projectile
| recovery    =  
| recovery    = 26
| hitadv      =  
| hitadv      = SKD (44: Tech / 84: Non-tech) - Close
| blockadv    = -1
| blockadv    = -3 (Close) to 18 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 130 (40+90)
}}
}}


Line 735: Line 757:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 12
| startup    = 12
| active      =  
| active      = 7
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      = SKD (33: Tech / 66: Non-tech)
| blockadv    = -6
| blockadv    = -6 (Close) to 0 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


Line 754: Line 776:
| input      = 214A
| input      = 214A
| images      = XV_rock_214a_ima.png
| images      = XV_rock_214a_ima.png
| hitboxes    = XV_rock_214a_install.png
| hitboxes    = XV_rock_214a.png
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    =  
| startup    = 12
| active      =  
| active      = 7
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      = SKD (33: Tech / 66: Non-tech) - Close
| blockadv    = -6
| blockadv    = -6 (Close) to 0 (Max Range)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 100
}}
}}


Line 777: Line 799:
| images      = XV_rock_214a_ima.png
| images      = XV_rock_214a_ima.png
| hitboxes    = XV_rock_214c.png
| hitboxes    = XV_rock_214c.png
| damage      = 40,80
| damage      = 116 (40+80)
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 15,6
| startup    = 15
| active      =  
| active      = 7
| recovery    =  
| recovery    = 28
| hitadv      =  
| hitadv      = SKD (19: Tech / 59: Non-tech)
| blockadv    = -20
| blockadv    = -20
| invul      =  
| invul      =  
| stun        = 40,40
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 798: Line 820:
| input      = 214C install
| input      = 214C install
| images      = XV_rock_214a_ima.png
| images      = XV_rock_214a_ima.png
| hitboxes    = XV_rock_214c_install.png
| hitboxes    = XV_rock_214c.png
| damage      = 40,80,80
| damage      = 188 (40+80+80)
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 15,6
| startup    = 15
| active      =  
| active      = 7
| recovery    =  
| recovery    = 18
| hitadv      =  
| hitadv      = HKD (68)
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 40,40,40
| stun        = 120 (40*3)
| guardDamage =  
| guardDamage = 180 (60*3)
}}
}}


Line 821: Line 843:
| images      = XV_rock_214ac_ima.png
| images      = XV_rock_214ac_ima.png
| hitboxes    = XV_rock_214ac.png
| hitboxes    = XV_rock_214ac.png
| damage      = 50,60
| damage      = 107 (50+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 13,6
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      =  
| hitadv      = Crumple - HKD (98)
| blockadv    = -20
| blockadv    = -20
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 843: Line 865:
| input      = 623A
| input      = 623A
| images      = XV_rock_623a_ima.png
| images      = XV_rock_623a_ima.png
| hitboxes    = XV_rock_623a.png
| hitboxes    = XV_rock_623a.png, XV_rock_623a2.png, XV_rock_623a3.png, XV_rock_623a4.png
| damage      = 40,20,20
| damage      = 79 (40+20+20)
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super (1)
| startup    = 5
| startup    = 5
| active      =  
| active      = 8 (2) 4
| recovery    =  
| recovery    = 47 (16 on ground)
| hitadv      =  
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    = -28
| blockadv    = -32 (Stand Block) / -37 (Crouch Block)
| invul      =  
| invul      = Full Body: 1 to 6 (6 Frames)
| stun        = 40,10,10
| stun        = 60 (40+10+10)
| guardDamage =  
| guardDamage = 60 (40+10+10)
}}
}}


====623C====
====623C====
Line 865: Line 887:
| input      = 623C
| input      = 623C
| images      = XV_rock_623c_ima.png
| images      = XV_rock_623c_ima.png
| hitboxes    = XV_rock_623c.png
| hitboxes    = XV_rock_623c.png, XV_rock_623c2.png, XV_rock_623c3.png, XV_rock_623c4.png
| damage      = 60,25,25,25
| damage      = 130 (60+25*3)
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 18
| recovery    =  
| recovery    = 54 (20 on ground)
| hitadv      =  
| hitadv      = SKD (14: Tech / 41: Non-tech)
| blockadv    = -44
| blockadv    = -44
| invul      =  
| invul      =  
| stun        = 40,10,10,10
| stun        = 70 (40+10*3)
| guardDamage =  
| guardDamage = 70 (50+10+10)
}}
}}


Line 887: Line 909:
| input      = 623C~AB
| input      = 623C~AB
| images      = XV_rock_623c_ima.png
| images      = XV_rock_623c_ima.png
| hitboxes    = XV_rock_623c_ab.png
| hitboxes    = XV_rock_623c.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
| cancel      = SU
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 1
| recovery    =  
| recovery    = 24
| hitadv      =  
| hitadv      = SKD (42: Tech / 69: Non-tech)
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
| guardDamage =  
| guardDamage = 50
}}
}}


Line 909: Line 931:
| input      = 623AC
| input      = 623AC
| images      = XV_rock_623c_ima.png
| images      = XV_rock_623c_ima.png
| hitboxes    = XV_rock_623ac.png
| hitboxes    = XV_rock_623ac.png, XV_rock_623ac2.png, XV_rock_623ac3.png
| damage      = 65,30,15,15,15,15,15
| damage      = 165 (65,30,15*5)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 4
| active      =  
| active      = 23
| recovery    =  
| recovery    = 52 (16 on ground)
| hitadv      =  
| hitadv      = SKD (18: Tech / 45: Non-tech)
| blockadv    = -45
| blockadv    = -45
| invul      =  
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 100 (60+10*4)
}}
}}


Line 938: Line 960:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 55
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 954: Line 976:
| input      = 214D
| input      = 214D
| images      = XV_rock_214b_ima.png
| images      = XV_rock_214b_ima.png
| hitboxes    = XV_rock_214d.png
| hitboxes    = XV_rock_214b.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 960: Line 982:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 55
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 982: Line 1,004:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 55
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 1,005: Line 1,027:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 16
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 1,027: Line 1,049:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 12
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 1,049: Line 1,071:
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      =  
| active      = 4
| recovery    =  
| recovery    = 22
| hitadv      =  
| hitadv      = HKD (39) - Close
| blockadv    = -7
| blockadv    = -7 (Close) to -4 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}


Line 1,066: Line 1,088:
| input      = 214B/D~B in install
| input      = 214B/D~B in install
| images      = XV_rock_214b_b_ima.png
| images      = XV_rock_214b_b_ima.png
| hitboxes    = XV_rock_214k_b_install.png
| hitboxes    = XV_rock_214k_b.png
| damage      = 100,20
| damage      = 120 (100+20)
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    =
| startup    = 20
| active      =  
| active      = 6
| recovery    =  
| recovery    = 14
| hitadv      =  
| hitadv      = SKD (35: Tech / 62: Non-tech)
| blockadv    =
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 60,20
| stun        = 80 (60+20)
| guardDamage =  
| guardDamage = 120 (100+20)
}}
}}


Line 1,089: Line 1,111:
| images      = XV_rock_214b_b_ima.png
| images      = XV_rock_214b_b_ima.png
| hitboxes    = XV_rock_214bd_b.png
| hitboxes    = XV_rock_214bd_b.png
| damage      = 120
| damage      = 80
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 16
| active      =  
| active      = 4
| recovery    =  
| recovery    = 17
| hitadv      =  
| hitadv      = SKD (34: Tech / 61: Non-tech) - Close
| blockadv    = -2
| blockadv    = -2 (Close) to 1 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 100
}}
}}


Line 1,114: Line 1,136:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 22
| hitadv      =  
| hitadv      = SKD (18: Tech / 55: Non-tech)
| blockadv    = -7
| blockadv    = -7 (Close) to -4 (Max Range)
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
| guardDamage =  
| guardDamage = 60
}}
}}


Line 1,133: Line 1,155:
| input      = 214B/D~C
| input      = 214B/D~C
| images      = XV_rock_214ac_ima.png
| images      = XV_rock_214ac_ima.png
| hitboxes    = XV_rock_214k_c_install.png
| hitboxes    = XV_rock_214k_c.png
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 22
| hitadv      =  
| hitadv      = HKD (68) - Close
| blockadv    =  
| blockadv    = -7 (Close) to -4 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


Line 1,155: Line 1,177:
| input      = 214BD~C
| input      = 214BD~C
| images      = XV_rock_214ac_ima.png
| images      = XV_rock_214ac_ima.png
| hitboxes    = XV_rock_214bd_c.png
| hitboxes    = XV_rock_214k_c.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 17
| hitadv      =  
| hitadv      = HKD (73) - Close
| blockadv    = -2
| blockadv    = -2 (Close) to 1 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 60
}}
}}


Line 1,178: Line 1,200:
| input      = 214B/D~D
| input      = 214B/D~D
| images      = XV_rock_214k_d_ima.png
| images      = XV_rock_214k_d_ima.png
| hitboxes    = XV_rock_214k_d.png
| hitboxes    = XV_rock_214k_d.png, XV_rock_214k_d2.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 1 / 11 from neutral
| active      =  
| active      =  
| recovery    =  
| recovery    = 30 (No shift through opponent) / 20 (Shift through opponent)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Strike: 1 to 5 (5 frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,200: Line 1,222:
| input      = 214BD~D
| input      = 214BD~D
| images      = XV_rock_214k_d_ima.png
| images      = XV_rock_214k_d_ima.png
| hitboxes    = XV_rock_214bd_d.png
| hitboxes    = XV_rock_214bd_d.png, XV_rock_214bd_d2.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 1 / 11 from neutral
| active      =  
| active      =  
| recovery    =  
| recovery    = 30 (No shift through opponent) / 20 (Shift through opponent)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 5 (5 frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,228: Line 1,250:
| cancel      =  
| cancel      =  
| startup    = 21
| startup    = 21
| active      =  
| active      = 8
| recovery    =  
| recovery    = 16
| hitadv      =  
| hitadv      = HKD (41 - Stand Hit / 48 - Crouch Hit)
| blockadv    = -5
| blockadv    = -5 (Stand Block) / 2 (Crouch Block)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


Line 1,245: Line 1,267:
| input      = 214B/D~6D
| input      = 214B/D~6D
| images      = XV_rock_623d_ima.png
| images      = XV_rock_623d_ima.png
| hitboxes    = XV_rock_214k_6d.png
| hitboxes    = XV_rock_214k_6d.png, XV_rock_214k_6d2.png
| damage      = 120
| damage      = 120
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 33
| startup    = 33
| active      =  
| active      = 10
| recovery    =  
| recovery    = 13
| hitadv      =  
| hitadv      = HKD (44 - Stand Hit / 48 - Crouch Hit)
| blockadv    = 0
| blockadv    = 0 (Tall Characters)/ 2 (Medium Characters/ 3 (Small Characters)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 1,272: Line 1,294:
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      =  
| active      = 9
| recovery    =  
| recovery    = 13
| hitadv      =  
| hitadv      = Ground Bounce - HKD (70 - Stand Hit / 73 Crouch Hit)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      = -5 (Stand Block) / -2 (Crouch Block)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 100
}}
}}


Line 1,294: Line 1,316:
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 12
| recovery    =  
| recovery    = 20
| hitadv      =  
| hitadv      = HKD (41)
| blockadv    =  
| blockadv    = Mid and High Counter
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
Line 1,316: Line 1,338:
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 3
| active      =  
| active      = 12
| recovery    =  
| recovery    = 17
| hitadv      =  
| hitadv      = HKD (36)
| blockadv    =  
| blockadv    = Low Counter
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
Line 1,335: Line 1,357:
| images      = XV_rock_236bd_2_ima.png, XV_rock_236bd_ima.png
| images      = XV_rock_236bd_2_ima.png, XV_rock_236bd_ima.png
| hitboxes    = XV_rock_236bd.png
| hitboxes    = XV_rock_236bd.png
| damage      = 40,60
| damage      = 100 (40+60)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 3
| active      =  
| active      = 13
| recovery    =  
| recovery    = 19
| hitadv      =  
| hitadv      = SKD (60: Tech / 87: Non-tech)
| blockadv    =  
| blockadv    = Mid and High Counter
| invul      =  
| invul      = Full Body: 1 to 2 (2 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 1,362: Line 1,384:
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      =  
| active      = 1
| recovery    =  
| recovery    = 37
| hitadv      =  
| hitadv      = HKD (40)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 14 (1 Frame)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,379: Line 1,401:
| input      = 632146A/C~AB
| input      = 632146A/C~AB
| images      = XV_rock_632146a_ima.png
| images      = XV_rock_632146a_ima.png
| hitboxes    = XV_rock_632146a_ab.png
| hitboxes    = XV_rock_632146a.png
| damage      = 80
| damage      = 80
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 14
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 16
| hitadv      =  
| hitadv      = HKD (67)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 1,401: Line 1,423:
| input      = 632146A/C
| input      = 632146A/C
| images      = XV_rock_632146a_ima.png
| images      = XV_rock_632146a_ima.png
| hitboxes    = XV_rock_632146a_install.png
| hitboxes    = XV_rock_632146a.png
| damage      = 150
| damage      = 150
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      =  
| active      = 1
| recovery    =  
| recovery    = 31
| hitadv      =  
| hitadv      = HKD (74)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 14 (1 Frame)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,424: Line 1,446:
| images      = XV_rock_632146ac_ima.png
| images      = XV_rock_632146ac_ima.png
| hitboxes    = XV_rock_632146ac.png
| hitboxes    = XV_rock_632146ac.png
| damage      = 120
| damage      = 80
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      =  
| active      = 1
| recovery    =  
| recovery    = 31
| hitadv      =  
| hitadv      = HKD (91)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 14 (1 Frame)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,446: Line 1,468:
| input      = 623B
| input      = 623B
| images      = XV_rock_623b_ima.png
| images      = XV_rock_623b_ima.png
| hitboxes    = XV_rock_623b.png
| hitboxes    = XV_rock_214k_6b.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 21
| startup    = 21
| active      =  
| active      = 8
| recovery    =  
| recovery    = 16
| hitadv      =  
| hitadv      = HKD (41 - Stand Hit / 48 - Crouch Hit)
| blockadv    = -5
| blockadv    = -5 (Stand Block) / 2 (Crouch Block)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


Line 1,468: Line 1,490:
| input      = 623D
| input      = 623D
| images      = XV_rock_623d_ima.png
| images      = XV_rock_623d_ima.png
| hitboxes    = XV_rock_623d.png
| hitboxes    = XV_rock_214k_6d.png, XV_rock_214k_6d2.png
| damage      = 120
| damage      = 120
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 33
| startup    = 33
| active      =  
| active      = 10
| recovery    =  
| recovery    = 13
| hitadv      =  
| hitadv      = HKD (44 - Stand Hit / 48 - Crouch Hit)
| blockadv    = 0
| blockadv    = 0 (Tall Characters)/ 2 (Medium Characters/ 3 (Small Characters)
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 1,490: Line 1,512:
| input      = 623BD
| input      = 623BD
| images      = XV_rock_623d_ima.png
| images      = XV_rock_623d_ima.png
| hitboxes    = XV_rock_623bd.png
| hitboxes    = XV_rock_214bd_6k.png
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      =  
| active      = 9
| recovery    =  
| recovery    = 13
| hitadv      =  
| hitadv      = Ground Bounce - HKD (70 - Stand Hit / 73 Crouch Hit)
| blockadv    = -5
| blockadv    = -5 (Stand Block) / -2 (Crouch Block)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 100
}}
}}


Line 1,516: Line 1,538:
| images      = XV_rock_236236k_ima.png
| images      = XV_rock_236236k_ima.png
| hitboxes    = XV_rock_236236k.png
| hitboxes    = XV_rock_236236k.png
| damage      = 20,20,20,20,100
| damage      = 180 (20*4+100)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 9
| startup    = 9
| active      =  
| active      = 11
| recovery    =  
| recovery    = 26
| hitadv      =  
| hitadv      = HKD (65)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      = Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: 1 to 19 (19 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,538: Line 1,560:
| images      = XV_rock_236236bd_ima.png
| images      = XV_rock_236236bd_ima.png
| hitboxes    = XV_rock_236236bd.png
| hitboxes    = XV_rock_236236bd.png
| damage      = 100,80,10,15,15,15,15,15,15,15,15,15,15 (340)
| damage      = 340 (100+80+10+15*10) Min: 165
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 6
| startup    = 6
| active      =  
| active      = 10
| recovery    =  
| recovery    = 29
| hitadv      =  
| hitadv      = HKD (39)
| blockadv    = -20
| blockadv    = -20 (Close) to -11 (Max Range)
| invul      =  
| invul      = Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 1 to 15 (15 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


===Raging Storm===
===Raging Storm===
Line 1,560: Line 1,582:
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_rock_236236p_ima.png
| images      = XV_rock_236236p_ima.png
| hitboxes    = XV_rock_236236p.png
| hitboxes    = XV_rock_236236p.png, XV_rock_236236p2.png
| damage      = 200
| damage      = 200
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 19
| recovery    =  
| recovery    = 45
| hitadv      =  
| hitadv      = HKD (37)
| blockadv    = -45
| blockadv    = -45
| invul      =  
| invul      = Full Body: 1 to 12 (12 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,582: Line 1,604:
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_rock_236236p_ima.png
| images      = XV_rock_236236p_ima.png
| hitboxes    = XV_rock_236236p_install.png
| hitboxes    = XV_rock_236236p_install.png, XV_rock_236236p_install2.png
| damage      = 220
| damage      = 220
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    =
| startup    = 8
| active      =  
| active      = 19
| recovery    =  
| recovery    = 45
| hitadv      =  
| hitadv      = HKD (37)
| blockadv    =
| blockadv    = -45
| invul      =  
| invul      = Full Body: 1 to 12 (12 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,604: Line 1,626:
| input      = 236236AC
| input      = 236236AC
| images      = XV_rock_236236ac_ima.png
| images      = XV_rock_236236ac_ima.png
| hitboxes    = XV_rock_236236ac.png
| hitboxes    = XV_rock_236236ac.png, XV_rock_236236ac2.png
| damage      = 70,80,80,120 (350)
| damage      = 350 (70+80+80+120)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 5
| startup    = 5
| active      =  
| active      = 24
| recovery    =  
| recovery    = 51
| hitadv      =  
| hitadv      = HKD (49)
| blockadv    = -50
| blockadv    = -50
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,626: Line 1,648:
| input      = 236236AC
| input      = 236236AC
| images      = XV_rock_236236ac_ima.png
| images      = XV_rock_236236ac_ima.png
| hitboxes    = XV_rock_236236ac.png
| hitboxes    = XV_rock_236236ac.png, XV_rock_236236ac2.png
| damage      = 70,80,80,140 (370)
| damage      = 370 (70+80+80+140)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 5
| startup    = 5
| active      =  
| active      = 24
| recovery    =  
| recovery    = 51
| hitadv      =  
| hitadv      = HKD (49)
| blockadv    = -50
| blockadv    = -50
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,649: Line 1,671:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_rock_2141236cd_ima.png
| images      = XV_rock_2141236cd_ima.png
| hitboxes    = XV_rock_2141236cd.png
| hitboxes    = XV_rock_2141236cd.png, XV_rock_2141236cd2.png
| damage      = 40,60,30,40,30,30,30,40,50,100 (450)
| damage      = 450 (40+60+30+40+30+30+30+40+50+100) Min: 225
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 22
| recovery    =  
| recovery    = 38
| hitadv      =  
| hitadv      = HKD (16)
| blockadv    = -24
| blockadv    = -24
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,671: Line 1,693:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_rock_2141236cd_ima.png
| images      = XV_rock_2141236cd_ima.png
| hitboxes    = XV_rock_2141236cd_install.png
| hitboxes    = XV_rock_2141236cd_install.png, XV_rock_2141236cd_install2.png
| damage      = 40,60,30,40,30,30,30,40,50,150 (500)
| damage      = 480 (20+60+30+40+30+30+30+40+50+150) Min: 240
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 22
| recovery    =  
| recovery    = 38
| hitadv      =  
| hitadv      = HKD (16)
| blockadv    =  
| blockadv    = -3 (Guard Cush)
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = Crush
}}
}}


Line 1,694: Line 1,716:
| input      = 2363214CD
| input      = 2363214CD
| images      = XV_rock_2363214cd_ima.png
| images      = XV_rock_2363214cd_ima.png
| hitboxes    = XV_rock_2363214cd.png
| hitboxes    = XV_rock_2141236cd.png, XV_rock_2141236cd2.png
| damage      = 40,60,30,40,30,30,30,40,50,50 (400)
| damage      = 300 (20*2+30+20+30*3+40+30+50) Min: 150
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 22
| recovery    =  
| recovery    = 38
| hitadv      =  
| hitadv      = HKD (27)
| blockadv    = -24
| blockadv    = -24
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,716: Line 1,738:
| input      = 2363214CD
| input      = 2363214CD
| images      = XV_rock_2363214cd_ima.png
| images      = XV_rock_2363214cd_ima.png
| hitboxes    = XV_rock_2363214cd_install.png
| hitboxes    = XV_rock_2141236cd_install.png, XV_rock_2141236cd_install2.png
| damage      = 40,60,30,40,30,30,30,40,50,100 (450)
| damage      = 350 (20*2+30+20+30*3+40+30+100) Min: 175
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 22
| recovery    =  
| recovery    = 38
| hitadv      =  
| hitadv      = HKD (27)
| blockadv    =  
| blockadv    = -3 (Guard Cush)
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = Crush
}}
}}
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 08:38, 3 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand436+6+4-3060


close B

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand638+4+2-3060


close C

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5319-1-3-70120


close D

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
80Midcommand7617-2-4-70120


rush 1

rush 1

Rock Howard
rock_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush8---3-5-30180 (60+60+60)


rush 2

Rock Howard
rock_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush10---4-6-30180 (60+60+60)


Far normals

far A

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
25Midspecial547+4+2-3060


far B

Rock Howard
rock_fb
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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand6412-1-3-3060


far C

Rock Howard
rock_fc
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 doneGuard DamageDamage done to the guard bar when blocked
70Midspecial8327-9-11-70120


far D

Rock Howard
rock_fd
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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper8423-6-8-70120


Crouch normals

crouch A

Rock Howard
rock_2a
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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand438+4+2-3060


crouch B

Rock Howard
rock_2b
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 doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper4311+1-1-1530


crouch C

Rock Howard
rock_2c
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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand4618-3-5-70120


crouch D

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9422SKD (23: Tech / 50: Non-tech)-7-70120


Blowback

Blowback

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
75Midspecial16720Wall Splat (+73~+88)-4-100160


Shatterstrike

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (+93)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Rock Howard
rock_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-1571 on groundSKD--80120


jump CD

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
90Mid-1581 on groundSKD--80140


Throws

Fangs and Claws

Rock Howard
rock_cthrow
(close) 4/6C
(close) 4/6C
Fangs and Claws
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (67)Unblockable-00


Kokusen

Rock Howard
rock_dthrow
(close) 4/6D
(close) 4/6D
Kokusen
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (36)Unblockable-00


Command normals

Elbow Spike

Rock Howard
rock_6a
6A
6A
Elbow 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 doneGuard DamageDamage done to the guard bar when blocked
50Midspecial13519-3-5-6080


Parabola Kick

Rock Howard
rock_6b
6B
6B
Parabola Kick


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High [Mid]super [special]26 [20]323-5-7-60 [40]60


Jump normals

hop A

Rock Howard
rock_ha
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 doneGuard DamageDamage done to the guard bar when blocked
40High-451 on ground---3050


jump A

Rock Howard
rock_ja
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 doneGuard DamageDamage done to the guard bar when blocked
45High-461 on ground---3060


hop B

Rock Howard
rock_hb
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 doneGuard DamageDamage done to the guard bar when blocked
40High-651 on ground---3050


jump B

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
45High-661 on ground---3060


hop C

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
70High-971 on ground---70100


jump C

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
70High-981 on ground---70120


hop D

Rock Howard
rock_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 doneGuard DamageDamage done to the guard bar when blocked
70High-651 on ground---70100


jump D

Rock Howard
rock_jd
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 doneGuard DamageDamage done to the guard bar when blocked
70High-671 on ground---70120


Specials

Reppuken

236A

Rock Howard
rock_236a
236A
236A
Reppuken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper16Full Screen Projectile29-3 (Close) to 26 (Max Range)-3 (Close) to 26 (Max Range)-6060


236A Install

Rock Howard
rock_236a_install
236A
236A
Reppuken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper16Full Screen Projectile29-3 (Close) to 26 (Max Range)-3 (Close) to 26 (Max Range)-8080


236C

Rock Howard
rock_236c
236C
236C
Reppuken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Midsuper14Full Screen Projectile39-13 (Close) to 25 (Max Range)-13 (Close) to 25 (Max Range)-6060


236C Install

Rock Howard
rock_236c_install
236C
236C
Reppuken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper14Full Screen Projectile39-13 (Close) to 25 (Max Range)-13 (Close) to 25 (Max Range)-8080


236AC

Rock Howard
rock_236ac
236AC
236AC
Reppuken


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
97 (40+60)Mid-106 (8) Full Screen Projectile26SKD (44: Tech / 84: Non-tech) - Close-3 (Close) to 18 (Max Range)-0130 (40+90)


Hard Edge

214A

Rock Howard
rock_214a
214A
214A
Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper12723SKD (33: Tech / 66: Non-tech)-6 (Close) to 0 (Max Range)-6080


214A Install

Rock Howard
rock_214a_install
214A
214A
Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Midsuper12723SKD (33: Tech / 66: Non-tech) - Close-6 (Close) to 0 (Max Range)-80100


214C

Rock Howard
rock_214c
214C
214C
Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
116 (40+80)Midsuper15728SKD (19: Tech / 59: Non-tech)-20-80 (40+40)120 (60+60)


214C Install

Rock Howard
rock_214c_install
214C install
214C install
Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
188 (40+80+80)Midsuper15718HKD (68)-8-120 (40*3)180 (60*3)


214AC

Rock Howard
rock_214ac
214AC
214AC
Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
107 (50+60)Mid-15627Crumple - HKD (98)-20-0120 (60+60)


Rising Tackle

623A

Rock Howard
rock_623a
623A
623A
Rising Tackle



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
79 (40+20+20)Midsuper (1)58 (2) 447 (16 on ground)SKD (20: Tech / 47: Non-tech)-32 (Stand Block) / -37 (Crouch Block)Full Body: 1 to 6 (6 Frames)60 (40+10+10)60 (40+10+10)


623C

Rock Howard
rock_623c
623C
623C
Rising Tackle



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130 (60+25*3)Midsuper101854 (20 on ground)SKD (14: Tech / 41: Non-tech)-44-70 (40+10*3)70 (50+10+10)


623C Break

Rock Howard
rock_623c_ab
623C~AB
623C~AB
Break
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-10124SKD (42: Tech / 69: Non-tech)-6-4050


623AC

Rock Howard
rock_623ac
623AC
623AC
Rising Tackle


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
165 (65,30,15*5)Mid-42352 (16 on ground)SKD (18: Tech / 45: Non-tech)-45Full Body: 1 to 10 (10 Frames)0100 (60+10*4)


Rage Run

214B

Rock Howard
rock_214b
214B
214B
Rage Run
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---55-----


214D

Rock Howard
rock_214d
214D
214D
Rage Run
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---55-----


214BD

Rock Howard
rock_214bd
214BD
214BD
Rage Run
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---55-----


Stop

214B/D~A

Rock Howard
rock_214k_a
214B/D~A
214B/D~A
Stop
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---16-----


214BD~A

Rock Howard
rock_214bd_a
214BD~A
214BD~A
Stop
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---12-----


Type: Dunk

214B/D~B

Rock Howard
rock_214k_b
214B/D~B
214B/D~B
Type: Dunk
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100High-20422HKD (39) - Close-7 (Close) to -4 (Max Range)-60100


214B/D~B Install

Rock Howard
rock_214k_b_install
214B/D~B in install
214B/D~B in install
Type: Dunk
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (100+20)High-20614SKD (35: Tech / 62: Non-tech)-2-80 (60+20)120 (100+20)


214BD~B

Rock Howard
rock_214bd_b
214BD~B
214BD~B
Type: Dunk
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-16417SKD (34: Tech / 61: Non-tech) - Close-2 (Close) to 1 (Max Range)-0100


Type: Hard Edge

214B/D~C

Rock Howard
rock_214k_c
214B/D~C
214B/D~C
Type: Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10422SKD (18: Tech / 55: Non-tech)-7 (Close) to -4 (Max Range)-4060


Install

Rock Howard
rock_214k_c_install
214B/D~C
214B/D~C
Type: Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Midsuper10422HKD (68) - Close-7 (Close) to -4 (Max Range)-6080


214BD~C

Rock Howard
rock_214bd_c
214BD~C
214BD~C
Type: Hard Edge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Mid-5417HKD (73) - Close-2 (Close) to 1 (Max Range)-060


Type: Shift

214B/D~D

Rock Howard
rock_214k_d
214B/D~D
214B/D~D
Type: Shift

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A-1 / 11 from neutral-30 (No shift through opponent) / 20 (Shift through opponent)--Full Strike: 1 to 5 (5 frames)--


214BD~D

Rock Howard
rock_214bd_d
214BD~D
214BD~D
Type: Shift

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A-1 / 11 from neutral-30 (No shift through opponent) / 20 (Shift through opponent)--Full Body: 1 to 5 (5 frames)--


Type: Overhead Kick

214B/D~6B

Rock Howard
rock_214k_6b
214B/D~6B
214B/D~6B
Type: Overhead Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-21816HKD (41 - Stand Hit / 48 - Crouch Hit)-5 (Stand Block) / 2 (Crouch Block)-6080


214B/D~6D

Rock Howard
rock_214k_6d
214B/D~6D
214B/D~6D
Type: Overhead Kick

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120High-331013HKD (44 - Stand Hit / 48 - Crouch Hit)0 (Tall Characters)/ 2 (Medium Characters/ 3 (Small Characters)-80120


214BD~6B/D

Rock Howard
rock_214bd_6k
214BD~6B/D
214BD~6B/D
Type: Overhead Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-20913Ground Bounce - HKD (70 - Stand Hit / 73 Crouch Hit)-5-5 (Stand Block) / -2 (Crouch Block)0100


Crack Counter

236B

Rock Howard
rock_236b
236B
236B
Crack Counter
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-51220HKD (41)Mid and High Counter-80-


236D

Rock Howard
rock_236d
236D
236D
Crack Counter
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-31217HKD (36)Low Counter-80-


236BD

Rock Howard
rock_236bd
236BD
236BD
Crack Counter

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (40+60)N/A-31319SKD (60: Tech / 87: Non-tech)Mid and High CounterFull Body: 1 to 2 (2 Frames)0-


Shinkuu Nage

632146A/C

Rock Howard
rock_632146p
632146A/C
632146A/C
Shinkuu Nage
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
115N/A-14137HKD (40)UnblockableFull Body: 14 (1 Frame)--


632146A/C~AB

Rock Howard
rock_632146p_ab
632146A/C~AB
632146A/C~AB
Break
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80N/A---16HKD (67)----


632146A/C Install

Rock Howard
rock_632146p_install
632146A/C
632146A/C
Shinkuu Nage
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
150N/A-14131HKD (74)UnblockableFull Body: 14 (1 Frame)--


632146AC

Rock Howard
rock_632146ac
632146AC
632146AC
Shinkuu Nage
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80N/A-14131HKD (91)UnblockableFull Body: 14 (1 Frame)--


Overhead Kick

623B

Rock Howard
rock_623b
623B
623B
Overhead Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-21816HKD (41 - Stand Hit / 48 - Crouch Hit)-5 (Stand Block) / 2 (Crouch Block)-6080


623D

Rock Howard
rock_623d
623D
623D
Overhead Kick

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120High-331013HKD (44 - Stand Hit / 48 - Crouch Hit)0 (Tall Characters)/ 2 (Medium Characters/ 3 (Small Characters)-80120


623BD

Rock Howard
rock_623bd
623BD
623BD
Overhead Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-20913Ground Bounce - HKD (70 - Stand Hit / 73 Crouch Hit)-5 (Stand Block) / -2 (Crouch Block)-0100


Supers

Shining Knuckle

236236B/D

Rock Howard
rock_236236k
236236B/D
236236B/D
Shining 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 doneGuard DamageDamage done to the guard bar when blocked
180 (20*4+100)Midadvanced, climax91126HKD (65)-10Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: 1 to 19 (19 Frames)00


236236BD

Rock Howard
rock_236236bd
236236BD
236236BD
Shining 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 doneGuard DamageDamage done to the guard bar when blocked
340 (100+80+10+15*10) Min: 165Midclimax61029HKD (39)-20 (Close) to -11 (Max Range)Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 1 to 15 (15 Frames)00


Raging Storm

236236A/C

Rock Howard
rock_236236p
236236A/C
236236A/C
Raging Storm

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced, climax81945HKD (37)-45Full Body: 1 to 12 (12 Frames)00


236236A/C Install

Rock Howard
rock_236236p_install
236236A/C
236236A/C
Raging Storm

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
220Midadvanced, climax81945HKD (37)-45Full Body: 1 to 12 (12 Frames)00


236236AC

Rock Howard
rock_236236ac
236236AC
236236AC
Raging Storm

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (70+80+80+120)Midclimax52451HKD (49)-50Full Body: 1 to 11 (11 Frames)00


236236AC Install

Rock Howard
rock_236236ac_install
236236AC
236236AC
Raging Storm

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
370 (70+80+80+140)Midclimax52451HKD (49)-50Full Body: 1 to 11 (11 Frames)00


Neo Deadly Rave

2141236CD

Rock Howard
rock_2141236cd
2141236CD
2141236CD
Neo Deadly Rave

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
450 (40+60+30+40+30+30+30+40+50+100) Min: 225Mid-52238HKD (16)-24Full Body: 1 to 13 (13 Frames)00


2141236CD Install

Rock Howard
rock_2141236cd_install
2141236CD
2141236CD
Neo Deadly Rave

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
480 (20+60+30+40+30+30+30+40+50+150) Min: 240Mid-52238HKD (16)-3 (Guard Cush)Full Body: 1 to 13 (13 Frames)0Crush


Deadly Rave EXT

2363214CD

Rock Howard
rock_2363214cd
2363214CD
2363214CD
Deadly Rave EXT

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
300 (20*2+30+20+30*3+40+30+50) Min: 150Mid-52238HKD (27)-24Full Body: 1 to 13 (13 Frames)00


2363214CD Install

Rock Howard
rock_2363214cd_install
2363214CD
2363214CD
Deadly Rave EXT

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (20*2+30+20+30*3+40+30+100) Min: 175Mid-52238HKD (27)-3 (Guard Cush)Full Body: 1 to 13 (13 Frames)0Crush