Introduction
A slightly worse version of Clark.
Movelist
Throws
Dropping Wheel - / + /
Special Moves
Vulcan Punch - Mash /
Gatling Attack - Charge briefly then + /
Super Argentine Backbreaker - +
Desperation Move
Bari Bari Vulcan Punch - Charge briefly then +
Normals
Close Standing Normals
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Far Standing Normals
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouch Normals
Crouching 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jump Normals
Neutral 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jumping 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Neutral 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jumping 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Neutral 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jumping 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Neutral 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jumping 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Blowback Normals
Standing 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jumping 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. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Dropping Wheel
Dropping Wheel
4/6 C/D when close
4/6 C/D when close
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Vulcan Punch
Vulcan Punch
|
Version > indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
Mash A
Mash A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version > indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
Mash C
Mash C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Gatling Attack
Gatling Attack
|
Version > indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
[4]6A
[4]6A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version > indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
[4]6C
[4]6C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Super Argentine Backbreaker
Super Argentine Backbreaker
41236D when close
41236D when close
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Desperation Moves
Bari Bari Vulcan Punch
Bari Bari Vulcan Punch
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Navigation