kof13 frame data
DESCRIPTION
Complete Frame data sheet for KOF XIII.TRANSCRIPT
Still a work in progress! Mistakes can happen, if you spot any then drop me a message on:
Twitter: https://twitter.com/KoFData
Steam: http://steamcommunity.com/id/atmadp
Please inform me of ANY differences between the current frame data and what is noted here, it would be a huge help and I will double check any differences and will tag the ones that have been checked:
If a piece of frame data has a red box like this then it's acknowledged that it may be incorrect and that I'll be getting to checking it again
If a piece of frame data has a green box like this to the left of it then it's been checked once again and even though it may be different from the existing frame data, is 100% correct
If any normal doesn't add up(frame advantage vs active+recovery) when taking into account these values please inform me ASAP because I've probably made an error when typing it up
Hitstun: 15 Blockstun: 13 on all grounded A and B normals in the game
Hitstun: 21 Blockstun: 19 on all grounded C and D normals in the game
Blockstun: 23 on all grounded CD attacks in the game
Hitstun: 13 Blockstun: 13 on all hop and jump A and B normals in the game
Hitstun: 13 Blockstun: 16 on all hop and jump C and D normals in the game
Blockstun: 19 on all hop CD attacks in the game
Blockstun: 23 on all jump CD attacks in the game
Furthermore; if you find this isn't true for an attack, again inform me and I'll have another look at it. This should be true but I could have always overlooked something somewhere that acts unique
Reading the Frame Data:Startup includes the 1st active frame, for the total frames of a move you have to do: "startup + active + recovery - 1"(may include total frames column in the future).For anything with a '-' in the active frame box you can get the total frames just by doing "startup + recovery"
Hitstun and Blockstun include the hitting frame.
On the active frame section any number in brackets denotes a gap between active frames, this number does not include the first frame of when it goes active again(so the formula for total frames stays the same).
Under the hop and jump data, Duration = Time spent airbourne and does not include prejump or the landing frames.The term "fixed frames" is referring to a set amount of frames that will happen regardless of the situation.Example is if there are fixed frames of recovery on block then even if you hit the move meaty, it will not gain any additional advantage on block due to the fixed frames of recovery that move has.
Fixed recovery frames cancel out any remaining active frames a move has.
TO-DO:
Correct Errors
Specific data I may have missed/forgotten about
?????(Give me ideas)
Kyo
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 4 7 +4 +2
cr.A 5 4 8 +3 +1
st.B 6 3 11 +1 -1
cr.B 4 4 8 +3 +1
cl.C 3 8 11 +2 0
st.C 10 5 23 -7 -9
cr.C 5 5 22 -6 -8
st.D 8 5 17 -1 -3
cr.D 9 5 22 Knockdown -8
↘D 9 2,(6),3 27 -9 -11
↘D Cancel 9 2,(6),3 27 -9 -11
→B 19 2 19 0 -2
→B Cancel 21 2 19 0 -2
st.CD 15 6 18 Knockdown -1
DM
↓↘→A 16 - 30 +1 -2 Advantage measured at closest range
↓↘→C 15 - 33 -2 -5 Advantage measured at closest range
↓↘→AC 13 - 27 Knockdown +5 Advantage measured at closest range
→↓↘A 4 9 43 Knockdown -30
→↓↘C 7 15 49 Knockdown -43
→↓↘AC 4 12,(2),2,(2),13 48 Knockdown -59
→↘↓↙←B 14 6 21 Knockdown -8 Activation Box appears on frame f8~22 35 total frames if attack doesn't activate 21 fixed frames of recovery on block
→↘↓↙←D 14 6 21 Knockdown -8 Acivation Box appears on frame f8~34 47 total frames if attack doesn't activate 21 fixed frames of recovery on block
→↘↓↙←BD 4 1 45 Knockdown Unblockable
↓↘→B 12 5,(13),6 13 Knockdown -1
↓↘→D 18 4,(14),4 17 Knockdown -3
↓↘→BD 18 4,(9),6 11 Knockdown +1
←↓↙B 10 5 24 Knockdown -11
←↓↙D 13 4,(11),4,(19),3 40 Knockdown -63
←↓↙BD 10 4,(11),4,(19),3 40 Knockdown -63
SDM/NeoMAX
↓↙←,←↙↓↘→A/C 17 - 52 Knockdown -20 Freeze of 29 11f startup with slight charge
↓↙←,←↙↓↘→A/C(Air 12 - Landing+16 Knockdown - Freeze of 29
↓↙←,←↙↓↘→AC 9 - 62 Knockdown -17 Freeze of 29 2f startup with slight charge
↓↙←,←↙↓↘→AC(Air) 7 - Landing+16 Knockdown - Freeze of 29
↓↘→↓↘→AC 7 - 56 Knockdown -34 Freeze of 39
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -hop A 6 5 Until Landing+1 25 13 13hop B 5 9 Until Landing+1 25 13 13hop C 6 4 Until Landing+1 25 13 16hop D 8 5 Until Landing+1 25 13 16
hop CD 10 8 Until Landing+1 25 Knockdown 19
hop ↓C 8 4 Until Landing+1 25 21 19 Hitfreeze: 7
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 6 7 Until Landing+1 35 13 13
jump B 5 12 Until Landing+1 35 13 13
jump C 6 5 Until Landing+1 35 13 16
jump D 8 5 Until Landing+1 35 13 16
jump CD 13 10 Until Landing+1 35 Knockdown 23
jump ↓C 8 4 Until Landing+1 35 21 19 Hitfreeze: 7
EX Kyo
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 7 +4 +2
cr.A 5 4 8 +3 +1
st.B 7 3 11 +1 -1
cr.B 4 4 7 +4 +2
cl.C 3 8 11 +2 0
st.C 10 5 23 -7 -9
cr.C 5 5 22 -6 -8
st.D 8 5 17 -1 -3
cr.D 8 5 22 Knockdown -8
↘D 9 2,(6),3 27 -9 -11
↘D Cancel 9 2,(6),3 27 -9 -11
→B 19 2 19 0 -2
→B Cancel 17 2 19 0 -2
st.CD 14 6 16 Knockdown +1
DM
↓↘→A 11 6 19 -4 -7 Upper Body Armour f5~6
> ↓↘→A/C 10 8 26 Knockdown -16
>> A/C 10 4 28 Knockdown -14
>> B/D 13 6 23 Knockdown -11
> →↘↓↙←A/C 14 4 28 Knockdown -14
>> A/C 20 10 26 Knockdown -18
>> B/D 13 6 23 Knockdown -11
↓↘→C 18 6 22 -7 -10 Upper Body Armour f7~10
> →↘↓↙←A/C 11 3 30 -12 -15
>> →A/C 15 4 35 Knockdown -21
>>> →↓↘A/C 1 5 40 Knockdown -26 Only possible on hit/block
↓↘→AC 18 5 19 -3 -6 Upper Body Armour f3~10
> ↓↘→A 10 5 20 -4 -7
>> ↓↘→A/C 10 5 17 Knockdown -4
>>> A/C 7 4 29 Knockdown -15
>>> B/D 13 6 20 Knockdown -8
>> →↘↓↙←A/C 13 4 29 Knockdown -15
>>> A/C 19 10 26 Knockdown -18
>>> B/D 13 6 20 Knockdown -8
> →↘↓↙←A/C 9 3 24 -1 -5
>> →A/C 10 1,(3),4 37 Knockdown -23
>>> →↓↘A/C 1 9,(1),3,(1),13 24 Knockdown -9
→↓↘A 5 9 41 Knockdown -32 Upper Body Armour f3~4
→↓↘C 7 20 44 Knockdown -42 Upper Body Armour f3~6
→↓↘AC 5 12,(1),2,(1),15 37 Knockdown -46
→↘↓↙←B 16 5,(11),2 42 Knockdown -21 Activation Box appears on f10~24 Recovery on whiff after activation is 21 37 total frames if attack doesn't activate
→↘↓↙←D 16 5,(11),2 42 Knockdown -21 Activation Box appears on f10~36 Recovery on whiff after activation is 21 49 total frames if attack doesn't activate
→↘↓↙←BD 7 4 25 Knockdown -10 Upper Body Armour f1~6
↓↘→B 14 4 33 -16 -25
> B 7 9 17 Knockdown -8 Startup = minimum gap between two kicks
↓↘→D 20 5 29 Knockdown -22
> D 7 9 17 Knockdown -4 Startup = minimum gap between two kicks
↓↘→BD 10 3,(6),4 19 Knockdown -5
←↓↙B 18 6 19 Knockdown -5 20f startup vs standing 22f startup vs crouching -3 on block vs crouching
←↓↙D 27 11 20 Knockdown -7 33f startup vs standing 35f startup vs crouching -5 on block vs crouching
←↓↙BD 15 8 20 Knockdown -6 19f startup vs standing at closest range 21f startup vs crouching at closest range -4 on block vs crouching
SDM/NeoMAX
↓↙←,←↙↓↘→A/C 17 - 48 Knockdown -17 Freeze of 29
↓↙←,←↙↓↘→AC 14 - 62 Knockdown -17 Freeze of 29
↓↘→↓↘→A/C 7 19,(4),4,(4),4,(4),3 44 Knockdown -24 Freeze of 29
↓↘→↓↘→BD 4 12 29 Knockdown -22 Freeze of 85
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -
hop A 6 5 Until Landing+1 25 13 13
hop B 5 9 Until Landing+1 25 13 13
hop C 6 4 Until Landing+1 25 13 16
hop D 8 5 Until Landing+1 25 13 16
hop CD 10 8 Until Landing+1 25 Knockdown 19
hop ↓C 7 5 Until Landing+1 25 21 19 Hitfreeze: 7
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 6 7 Until Landing+1 35 13 13
jump B 5 12 Until Landing+1 35 13 13
jump C 6 5 Until Landing+1 35 13 16
jump D 8 5 Until Landing+1 35 13 16
jump CD 13 10 Until Landing+1 35 Knockdown 23
jump ↓C 7 5 Until Landing+1 35 21 19 Hitfreeze: 7
Benimaru
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 3 7 +5 +3
cr.A 6 3 7 +5 +3
st.B 6 3 11 +1 -1
cr.B 4 4 8 +3 +1
cl.C 5 3 20 -2 -4
st.C 6 3 21 -3 -5
cr.C 7 6 17 -2 -4
cl.D 5 6 16 -1 -3
st.D 12 5 16 0 -2
cr.D 6 3 24 Knockdown -8
→B 21 3 22 -4 -6
→B Cancel 21 3 22 -4 -6
st.CD 12 5 15 Knockdown +3
DM
↓↘→A 19 24 14 0 -3
↓↘→C 14 24 18 Knockdown -7
↓↘→AC 13 20 7 Knockdown +2
→↓↘B 4 5 43 Knockdown -30
→↓↘D 6 9 50 Knockdown -41
→↓↘BD 4 9 50 Knockdown -36
↓↘→B 6 3 30 -12 -15
> ↓,↑B/D 6 2,(5),5 50 Knockdown -37
↓↘→D 5 3 30 -12 -15
> ↓,↑B/D 6 2,(5),5 50 Knockdown -37
↓↘→BD 3 4 21 -4 -7
> ↓,↑B/D 5 2,(5),12 51 Knockdown -37
↓↙←A 22 12 17 Knockdown 0
↓↙←C 22 12 17 Knockdown 0
↓↙←AC 31 19 8 Knockdown -3
→↘↓↙←,→A 1 1 21 Knockdown Unblockable
→↘↓↙←,→C 1 1 21 Knockdown Unblockable
→↘↓↙←,→AC 1 1 29 Knockdown Unblockable
↓↘→+A(Air) 13 14 Until Landing+15 34(hitstun) 31(blockstun) +17 on hit at lowest possible height
↓↘→+C(Air) 13 14 Until Landing+15 34(hitstun) 31(blockstun) +17 on hit at lowest possible height
↓↘→+AC(Air) 14 76 Until Landing+15 81(hitstun) 78(blockstun) +57 on hit at lowest possible height
SDM/NeoMAX
↓↘→↓↘→+A/C 17 30 40 Knockdown -18 Freeze of 29
↓↘→↓↘→AC 5 30 46 Knockdown -27 Freeze of 29
↓↙←↓↙←A/C 5 26 52 Knockdown -33 Freeze of 29
↓↘→↓↘→+BD 13 9 41 Knockdown -13 Freeze of 51 Calculated at closest possible range
Move Startup Active Recovery Duration Hitstun BlockstunHops
+14 on block at lowest possible height
+14 on block at lowest possible height
+54 on block at lowest possible height
hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 5 9 Until Landing+1 28 13 13hop B 5 9 Until Landing+1 28 13 13hop C 6 5 Until Landing+1 28 13 16hop D 7 6 Until Landing+1 28 13 16
hop CD 8 5 Until Landing+1 28 Knockdown 19
hop ↓D 16 Until Landing Until Landing+14 - 21 19 Can only hit 3 times +6 on hit and +4 on block when hitting at lowest possible height
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 5 10 Until Landing+1 35 13 13
jump B 5 12 Until Landing+1 35 13 13
jump C 6 7 Until Landing+1 35 13 16
jump D 7 7 Until Landing+1 35 13 16
jump CD 9 7 Until Landing+1 35 Knockdown 23
jump ↓D 16 Until Landing Until Landing+14 - 21 20 Can only hit 3 times +6 on hit and +4 on block when hitting at lowest possible height
Daimon
Move Startup Active Recovery Hit Adv Block Adv.
Normals
cl.A 4 3 9 +3 +1
st.A 5 5 9 +1 -1
cr.A 6 4 8 +3 +1
st.B 4 4 11 0 -2
cr.B 4 6 7 +2 0
cl.C 5 4 16 +1 -1
st.C 9 4 25 -8 -10
cr.C 8 8 17 -4 -6
st.D 6 6 18 -3 -5
cr.D 6 7 14 Knockdown -2
↘C 5 6 24 -9 -11
↘C Cancel 5 6 24 -9 -11
st.CD 15 7 14 Knockdown +2
DM
↓↙←B 34 - - - - Startup = Total frames
↓↙←D 41 - - - - Startup = Total frames
↓↙←BD 37 - - - - Startup = Total frames
→↓↘A 27 2 34 Knockdown Unblockable
→↓↘C 33 - - - - Startup = Total frames
→↓↘AC 15 6 33 Knockdown -18 Unblockable Earthquake f18~20(3 active frames)
→↘↓↙←,→A 1 1 37 Knockdown Unblockable
→↘↓↙←,→C 1 1 37 Knockdown Unblockable
→↘↓↙←,→AC 1 1 41 Knockdown Unblockable
→↓↘B 9 3 31 Knockdown Unblockable
→↓↘D 9 3 31 Knockdown Unblockable
→↓↘BD 9 2 20 Knockdown Unblockable
←↙↓↘→A 6 2 31 Knockdown -10
←↙↓↘→C 19 2 26 Knockdown -5
←↙↓↘→AC 5 2 39 Knockdown -18
SDM/NeoMAX
→↘↓↙←,→↘↓↙←A/C 1 2 49 Knockdown Unblockable Freeze of 29
→↘↓↙←,→↘↓↙←AC 1 2 49 Knockdown Unblockable Freeze of 29
↓↘→↓↘→AC 1 30 11 Knockdown Unblockable f1~30 counter, no super freeze unless hit
Move Startup Active Recovery Duration Hitstun Blockstun
Hops
hop Empty 4(prejump frames) - 1(landing frame) 26 - -hop A 5 5 Until Landing+1 26 13 13hop B 5 8 Until Landing+1 26 13 13hop C 9 6 Until Landing+1 26 13 16hop D 6 6 Until Landing+1 26 13 16
hop CD 12 6 Until Landing+1 26 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 5 7 Until Landing+1 35 13 13
jump B 5 9 Until Landing+1 35 13 13
jump C 9 7 Until Landing+1 35 13 16
jump D 7 8 Until Landing+1 35 13 16
jump CD 14 7 Until Landing+1 35 Knockdown 23
Terry
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 8 +4 +2
cr.A 5 4 8 +3 +1
st.B 6 2 9 +4 +2
cr.B 4 4 10 +1 -1
cl.C 4 3,3 18 0 -2
st.C 7 6 19 -4 -6
cr.C 7 5 20 -4 -6
cl.D 5 5 22 -6 -8
st.D 11 5 16 0 -2
cr.D 10 5 29 Knockdown -15
↘C 4 7 23 -9 -11
↘C Cancel 4 7 23 -9 -11
→A 14 4 28 -11 -13
→A Cancel 14 4 28 -11 -13
st.CD 15 8 16 Knockdown -1
DM
↓↘→A 17 - 29 +2 -1 Advantage measured at closest range
↓↘→C 18 10 28 Knockdown -9 Advantage measured at closest range
↓↘→AC 22 - 27 +30 +27 Advantage measured at closest range
↓↙←A 15 9 23 Knockdown -10
↓↙←C 28 16 28 Knockdown -26
↓↙←AC 14 18 18 Knockdown -17
↓↙←B 13 8 16 +1 -2 Startup of 17 vs Standing Startup of 19 vs Crouching 0 on block vs crouching+3 on hit vs crouching
↓↙←D 13 16 14 +3 0(-1 closest block)
Startup of 15 vs Standing block at closest rangeStartup of 25 vs Standing at closest range Startup of 27 vs Crouching +2 on block vs crouching
+5 on hit vs crouching
↓↙←BD 8 12 16 Knockdown -10 Startup measured at closest range Startup of 17 vs Crouching
Charge ↓,↑A 5 5,(1),3,(2),3,(2),2 32 Knockdown -26
Charge ↓,↑C 7 23 49 Knockdown -49
Charge ↓,↑AC 4 37 57 Knockdown -57
SDM/NeoMAX
↓↙←,↙,→A/C 17 8 30 Knockdown -9 Freeze of 29
↓↙←,↙,→AC 11 16 31 Knockdown -3 Freeze of 29 Advantage is if last hit connects
↓↘→↓↘→B/D 8 10 28 Knockdown -15 Freeze of 29
↓↘→↓↘→BD 8 10 31 Knockdown -18 Freeze of 29
↓↘→↓↘→AC 15 - 64 Knockdown 0 Freeze of 75 Advantage measured at midscreen -36 on block in corner
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 6 6 Until Landing+1 28 13 13hop B 4 8 Until Landing+1 28 13 13hop C 6 5 Until Landing+1 28 13 16hop D 8 5 Until Landing+1 28 13 16
hop CD 10 6 Until Landing+1 28 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 6 7 Until Landing+1 35 13 13
jump B 5 10 Until Landing+1 35 13 13
jump C 6 6 Until Landing+1 35 13 16
jump D 8 7 Until Landing+1 35 13 16
jump CD 10 8 Until Landing+1 35 Knockdown 23
Andy
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 4 9 +2 0
cr.A 4 4 7 +4 +2
st.B 6 4 10 +1 -1
cr.B 4 5 8 +2 0
cl.C 3 2,4 16 +1 -1
st.C 9 7 17 -3 -5
cr.C 7 7 19 -5 -7
cl.D 5 6 16 -1 -3
st.D 10 5 19 -3 -5
cr.D 8 4 22 Knockdown -7
→A 11 6 21 -6 -8
→A Cancel 11 6 21 -6 -8
st.CD 14 4 22 Knockdown -3
DM
↓↙←A 17 - 29 +2 -1 Advantage measured at closest range
↓↙←C 16 - 32 -1 -4 Advantage measured at closest range
↓↙←AC 11 - 29 Knockdown -1 Advantage measured at closest range
→↓↘A 5 11 32 Knockdown -23
→↓↘C 7 11 45 Knockdown -35
→↓↘AC 5 7,(10),11 43 Knockdown -33
←↙↓↘→B 15 38 16 Knockdown -4
> BD(Brake) 15 2 20 Knockdown -6
←↙↓↘→D 17 52 16 Knockdown -49 Advantage measured at closest range -5 on block if last hit connects
> BD(Brake) 17 2 20 Knockdown -6
←↙↓↘→BD 12 38 17 Knockdown 0
↙,→A 11 4 19 Knockdown -8 Acivation Box appears on f8~15 24 total frames if attack doesn't activate 25 fixed frames of recovery on block
↙,→C 16 6 21 Knockdown -9 Acivation Box appears on f13~24 33 total frames if attack doesn't activate
↙,→AC 11 8 13 Knockdown -3 Acivation Box appears on f8~21 31 total frames if attack doesn't activate
SDM/NeoMAX
↓↙←,←↙↓↘→B/D 10 48 29 Knockdown -50 Freeze of 29 Advantage measured at closest range -12 on block if last hit connects
↓↙←,←↙↓↘→BD 14 47 34 Knockdown -47 Freeze of 29 Advantage measured at closest range -17 on block if last hit connects
↓↘→,→↘↓↙←A/C 10 21,(5),9 21 Knockdown -11 Freeze of 29
↓↙←,←↙↓↘→AC 2 8 14 Knockdown -14 Freeze of 45
air ↓↙←,←↙↓↘→AC 3 5 Until Landing+2 Knockdown +11 Freeze of 29 Advantage listed is at lowest possible height
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 5 7 Until Landing+1 28 13 13hop B 4 7 Until Landing+1 28 13 13hop C 5 5 Until Landing+1 28 13 16hop D 6 7 Until Landing+1 28 13 16
hop CD 10 5 Until Landing+1 28 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 37 - -
jump A 5 8 Until Landing+1 37 13 13
jump B 4 8 Until Landing+1 37 13 13
jump C 5 5 Until Landing+1 37 13 16
jump D 6 8 Until Landing+1 37 13 16
jump CD 11 7 Until Landing+1 37 Knockdown 23
Joe
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 3 9 +3 +1
cr.A 4 4 7 +4 +2
st.B 6 4 10 +1 -1
cr.B 5 5 8 +2 0
cl.C 5 2 19 0 -2
st.C 7 3 19 -1 -3
cr.C 5 4 19 -2 -4
st.D 8 5 16 0 -2
cr.D 8 5 24 Knockdown -10
↘B 6 17 15 Knockdown -13 Advantage measured at closest range
↘B Cancel 6 17 15 Knockdown -13 Advantage measured at closest range
→B 10 3 28 -12 -14
→B Cancel 10 3 28 -12 -14
st.CD 14 6 12 Knockdown +5
DM
←↙↓↘→A 14 - 29 +2 -1 Advantage measured at closest range
←↙↓↘→C 14 - 36 -5 -8 Advantage measured at closest range
←↙↓↘→AC 14 - 59 Knockdown 0 Advantage measured at closest range
→↓↘B 10 14 24 Knockdown -12
→↓↘D 14 14 33 Knockdown -21
→↓↘BD 6 14 42 Knockdown -30
←↙↓↘→B 14 12 13 Knockdown -7
←↙↓↘→D 17 19 22 Knockdown -23
←↙↓↘→BD 15 13 18 Knockdown -1
↓↙←B 16 13 18 0 -5 Startup of 23 vs Standing Startup of 26 vs Crouching
↓↙←D 18 13 16 +2 -1 Startup of 25 vs Standing Startup of 28 vs Crouching
↓↙←BD 16 13 13 +7 +4 Startup of 23 vs Standing Startup of 26 vs Crouching
A Repeatedly 5 2,(4),2,(4),1 15 +5 +2 Data shown is minimum hits(3 hits total) Recovery of 24 when more than minimum hit -7 on block when more than minimum hits-4 on hit when more than minimum hits
> ↓↙←A/C 5 2,(6),2 24 Knockdown -8
C Repeatedly 5 2,(4),2,(4),1 15 +5 +2 Data shown is minimum hits(3 hits total) Recovery of 24 when more than minimum hit -7 on block when more than minimum hits-4 on hit when more than minimum hits
> ↓↙←A/C 5 2,(6),2 24 Knockdown -8
AC Repeatedly 4 1,(2),1,(2),1,(2),1,(2),1,(2),1,(2),2,(6),2 16 Knockdown 0SDM/NeoMAX
↓↘→↓↘→A/C 18 58 32 Knockdown -26 Freeze of 29
↓↘→↓↘→AC 13 - 157 Knockdown -121 Freeze of 29
↓↘→,→↘↓↙←A/C 4 2,(6),2,(4),2,(4),2,(7),2,(13),42,(6),7,(8),1 32 Knockdown -39 Freeze of 30 -16 on block if last hit connects
↓↘→↓↘→BD 7 48 37 Knockdown -13 Freeze of 134
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 29 - -hop A 9 8 Until Landing+1 29 13 13hop B 7 7 Until Landing+1 29 13 13hop C 7 6 Until Landing+1 29 13 16hop D 6 6 Until Landing+1 29 13 16
hop CD 10 6 Until Landing+1 29 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 37 - -
jump A 9 11 Until Landing+1 37 13 13
jump B 7 8 Until Landing+1 37 13 13
jump C 7 6 Until Landing+1 37 13 16
jump D 6 7 Until Landing+1 37 13 16
jump CD 10 7 Until Landing+1 37 Knockdown 23
Billy
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 6 5 6 +4 +2
cr.A 6 5 10 0 -2
st.B 6 5 9 +1 -1
cr.B 5 4 11 0 -2
cl.C 7 3,(3),3,(2),5 17 -1 -3
st.C 8 3 20 -2 -4
cr.C 4 6 21 -6 -8
st.D 6 5 24 -8 -10
cr.D 9 6 22 Knockdown -9
→A 8 2,(10),2 14 +5 -2 20 fixed frames of recovery on block
→A Cancel 8 2,(10),2 14 +5 -2 20 fixed frames of recovery on block
←A 15 5 23 -7 -9
←A Cancel 15 5 23 -7 -9
→B 19 6 13 Knockdown -5
→B Cancel 19 6 13 Knockdown -5
st.CD 20 7 29 Knockdown -13
DM
←↙↓↘→A 13 3 28 -5 -9
←↙↓↘→C 19 7 27 -8 -12
> ↓↘→A/C 5 4 38 Knockdown -24
←↙↓↘→AC 13 7 29 -6 -10
> ↓↘→A/C 4 7 33 Knockdown -22
→↓↘B 11 2,(12),4,(26),7 19 0 -3 Advantage measured as last hits connecting
→↓↘D 18 5,(10),4,(26),7 19 0 -3 Advantage measured as last hits connecting
→↓↘BD 11 5,(9),4,(25),8 14 +5 +2 Advantage measured as last hits connecting
↓↙←A 9 4 40 Knockdown -26
↓↙←C 15 4 39 Knockdown -25
↓↙←AC 6 5 35 Knockdown -22
Mash A 11 18 16 -1 -2
Mash C 11 18 16 -1 -2
Mash AC 9 27 29 Knockdown -12
SDM/NeoMAX
↓↘→,→↘↓↙←A/C 14 70 45 Knockdown -14 Freeze of 29
↓↘→,→↘↓↙←AC 9 68 75 Knockdown -21 Freeze of 29
↓↘→↓↘→AC 10 26,(2),20 17 Knockdown -18 Freeze of 80
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 27 - -hop A 5 6 Until Landing+1 27 13 13hop B 4 8 Until Landing+1 27 13 13hop C 7 4 Until Landing+1 27 13 16hop D 9 6 Until Landing+1 27 13 16
hop CD 11 4 Until Landing+1 27 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 37 - -
jump A 5 8 Until Landing+1 37 13 13
jump B 4 10 Until Landing+1 37 13 13
jump C 8 6 Until Landing+1 37 13 16
jump D 9 8 Until Landing+1 37 13 16
jump CD 12 4 Until Landing+1 37 Knockdown 23
Ash
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 8 +3 +1
cr.A 4 4 7 +4 +2
st.B 5 4 11 0 -2
cr.B 4 4 9 +2 0
cl.C 4 4 19 -2 -4
st.C 11 5 19 -3 -5
cr.C 6 5 24 -8 -10
cl.D 5 4 26 -9 -11
st.D 7 5 18 -2 -4
cr.D 7 6 21 Knockdown -8
←B 11 3 14 +4 -3 21 fixed frames of recovery on block
←B Cancel 11 3 14 +4 -3 21 fixed frames of recovery on block
←D 4 3 15 +3 +1
←D Cancel 4 3 15 +3 +1
st.CD 12 4 27 Knockdown -8
DM
Charge ←,→A 16 - 30 +6 +2
Charge ←,→C 14 6,(12),4 35 0 -4
Charge ←,→AC 16 5,(10),3 26 Knockdown +2
Charge ↓,↑B 3 8 36 Knockdown -22
Charge ↓,↑D 7 12 53 Knockdown -38
Charge ↓,↑BD 4 11 57 Knockdown -42
Charge ←,→B 15 7 26 Knockdown -15
Charge ←,→D 19 12 31 Knockdown -25
Charge ←,→BD 15 12 18 Knockdown -3
↓↙←A 42 8 - +13 +11 Activation Box appears on frame 24~182 53 Total Frames
↓↙←B 44 8 - +15 +13 Activation Box appears on frame 26~184 53 Total Frames
↓↙←C 46 8 - +16 +14 Activation Box appears on frame 28~186 54 Total Frames
↓↙←D 48 8 - +17 +15 Activation Box appears on frame 30~188 55 Total Frames
↓↙←AC 19 14 - Knockdown +12 Activation Box appears on frame 13~13 37 Total Frames
↓↙←BD 36 14 - Knockdown +12 Activation Box appears on frame 30~30 54 Total Frames
SDM/NeoMAX
↓↘→↓↘→A/C 24 - 33 Knockdown +12 Freeze of 70
↓↘→↓↘→B/D 5 11,(6),12,(14),19 52 Knockdown -43 Freeze of 29
↓↘→↓↘→BD 3 10,(7),10,(6),11,(22),1 50 Knockdown -41 Freeze of 29
A~B~C~D 3 14 23 Knockdown -19 Freeze of 29
> ↓↙←,←↙↓↘→AC 0 19 55 Knockdown -50 Freeze of 58 Advantage and startup measured from in the corner
→↘↓↙←→↘↓↙←BD 1 1 37 Knockdown Unblockable Freeze of 28
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 26 - -hop A 5 6 Until Landing+1 26 13 13hop B 5 8 Until Landing+1 26 13 13hop C 9 5 Until Landing+1 26 13 16hop D 8 4 Until Landing+1 26 13 16
hop CD 11 4 Until Landing+1 26 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 34 - -
jump A 5 8 Until Landing+1 34 13 13
jump B 5 10 Until Landing+1 34 13 13
jump C 9 6 Until Landing+1 34 13 16
jump D 8 4 Until Landing+1 34 13 16
jump CD 11 4 Until Landing+1 34 Knockdown 23
Saiki
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 6 +5 +3
cr.A 4 4 6 +5 +3
st.B 5 4 8 +3 +1
cr.B 4 4 9 +2 0
cl.C 4 4 19 -2 -4
st.C 7 5 19 -3 -5
cr.C 5 5 24 -8 -10
cl.D 5 3 19 -1 -3
st.D 7 5 14 +2 0
cr.D 7 6 21 Knockdown -8
st.CD 12 4 23 Knockdown -4
DM
recovery glitch??? ↓↘→A 15 - 29 +2 -1 Advantage measured at closest range
↓↘→C 14 12 15 Only Hits Air Only Hits Air
↓↘→AC 11 32 6 Knockdown +9 Advantage measured at closest range
→↓↘B 6 6 49 Knockdown -37
→↓↘D 11 6 47 Knockdown -31
→↓↘BD 6 6 47 Knockdown -30
↓↙←B 11 5 24 Knockdown -12
↓↙←D 20 5 34 Knockdown -20
↓↙←BD 19 5 36 Knockdown -22
↓↓A 14 - 26 - - Startup is when Saiki is in original place Recovery is when Saiki has moved
↓↓B 14 - 26 - - Startup is when Saiki is in original place Recovery is when Saiki has moved
↓↓C 16 - 31 - - Startup is when Saiki is in original place Recovery is when Saiki has moved
↓↓D 16 - 26 - - Startup is when Saiki is in original place Recovery is when Saiki has moved Saiki has access to jump normals after recovery
SDM/NeoMAX
↓↘→↓↘→A/C 39 - 27 +2 -1 Freeze of 29 Advantage measured at closest rang +32 on hit when at closest range when all hits connec+29 on block at closest range when all hits connect
↓↘→↓↘→B/D 4 7 47 Knockdown -35 Freeze of 29
↓↘→↓↘→B/D(Air) 7 Until Landing 56 Knockdown -38 Freeze of 29 Landing recovery of 26 on whiff
→↘↓↙←→↘↓↙←A/C 1 1 30 Knockdown Unblockable Freeze of 29
→↘↓↙←→↘↓↙←AC 1 1 30 Knockdown Unblockable Freeze of 29
↓↙←,←↙↓↘→AC 18 112 52 Knockdown -26 Freeze of 89
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 26 - -
hop A 5 7 Until Landing+1 26 13 13
hop B 5 8 Until Landing+1 26 13 13
hop C 7 7 Until Landing+1 26 13 16
hop D 8 4 Until Landing+1 26 13 16
hop CD 11 4 Until Landing+1 26 Knockdown 19
hop ←B 6 4 Until Landing+7 - 21 19 +5 on block at lowest possible height +7 on hit at lowest possible height
hop →B 7 4 Until Landing+7 - 21 19 +6 on block at lowest possible height +8 on hit at lowest possible height
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 34 - -
jump A 5 9 Until Landing+1 34 13 13
jump B 5 10 Until Landing+1 34 13 13
jump C 7 8 Until Landing+1 34 13 16
jump D 8 4 Until Landing+1 34 13 16
jump CD 11 4 Until Landing+1 34 Knockdown 23
jump ←B 6 4 Until Landing+7 - 21 19 +5 on block at lowest possible height +7 on hit at lowest possible height
jump →B 7 4 Until Landing+7 - 21 19 +6 on block at lowest possible height +8 on hit at lowest possible height
Ryo
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 6 6 +3 +1
cr.A 4 3 8 +4 +2
st.B 6 3 10 +2 0
cr.B 4 3 8 +4 +2
cl.C 4 6 15 0 -2
st.C 7 5 18 -2 -4
cr.C 3 5 24 -8 -10
st.D 5 9 19 -7 -9
cr.D 9 5 18 Knockdown -4
↘B 5 9 10 - - Parry f5~13
↘B Cancel 5 9 10 - - Parry f5~13
→B 4 13 14 - - Parry f4~16
→B Cancel 4 13 14 - - Parry f4~16
→A 17 7 19 -5 -7
→A Cancel 15 8 22 -9 -11
st.CD 12 5 18 Knockdown 0
DM
↓↘→A 15 10 19 Knockdown 0
↓↘→C 19 10 25 Knockdown -6 Advantage measured at closest range
↓↘→AC 13 10 15 Knockdown +4 Advantage measured at closest range
→↓↘A 4 10 26 Knockdown -18
→↓↘C 7 12 45 Knockdown -36
→↓↘AC 4 11 45 Knockdown -38
→↘↓↙←B 5 7 34 Knockdown -20
→↘↓↙←D 14 7,(9),3 35 Knockdown -34
→↘↓↙←BD 11 4,(9),4 29 Knockdown -15
→,←,→A 11 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 29 Knockdown -27
→,←,→C 17 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 28 Knockdown -30
→,←,→AC 15 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3), 29 Knockdown -7
SDM/NeoMAX
↓↘→,→↘↓↙←A/C 12 20 23 Knockdown -9 Freeze of 29 27 fixed frames of recovery on block↓↘→,→↘↓↙←AC 10 20 23 Knockdown -9 Freeze of 29 27 fixed frames of recovery on block
→,←↙↓↘→A 19 - 58 Knockdown -26 Freeze of 29 Advantage measured at closest range
→,←↙↓↘→C 19 - 58 Knockdown -26 Freeze of 29 Advantage measured at closest range
↓↘→↓↘→AC 12 2 61 Knockdown -14 Freeze of 160
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 27 - -
hop A 5 8 Until Landing+1 27 13 13
hop B 5 8 Until Landing+1 27 13 13
hop C 6 4 Until Landing+1 27 13 16
hop D 7 6 Until Landing+1 27 13 16
hop CD 11 4 Until Landing+1 27 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 34 - -
jump A 5 11 Until Landing+1 34 13 13
jump B 5 10 Until Landing+1 34 13 13
jump C 6 5 Until Landing+1 34 13 16
jump D 7 7 Until Landing+1 34 13 16
jump CD 13 5 Until Landing+1 34 Knockdown 23
Robert
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 9 +3 +1
cr.A 4 3 9 +3 +1
st.B 6 6 7 +2 0
cr.B 4 3 10 +2 0
cl.C 5 5 15 +1 -1
st.C 7 5 17 -1 -3
cr.C 5 5 25 -9 -11
cl.D 6 8,6 17 -2 -4
st.D 7 5 20 -4 -6
cr.D 8 5 24 Knockdown -10
→A 9 5 24 Knockdown -10
→A Cancel 9 5 24 -8 -10
→B 12 5 18 -2 -4
→B Cancel 12 5 18 -2 -4
st.CD 12 5 19 Knockdown -1
DM
↓↘→A 15 - 31 0 -3
↓↘→C 14 - 34 -3 -6
↓↘→AC 15 - 32 Knockdown +1
→↓↘A 4 10 36 Knockdown -28
→↓↘C 6 14 42 Knockdown -33
→↓↘AC 4 14 47 Knockdown -38
←↙↓↘→B 7 1 45 Knockdown Unblockable
←↙↓↘→D 7 1 45 Knockdown Unblockable
←↙↓↘→BD 6 1 45 Knockdown Unblockable
→,←,→B 15 1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5), 39 Knockdown -65
→,←,→D 15 1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5), 39 Knockdown -65
→,←,→BD 9 1,(4),1,(4),1,(4),1,(4),1,(4),1,(4),1,(4),1,(4),1,(4), 38 Knockdown -56
Charge ↙,→B 14 6 14 Knockdown -26 43 fixed frames of recovery on blockCharge ↙,→D 18 17 16 Knockdown -43 58 fixed frames of recovery on block
Charge ↙,→BD 16 17 17 Knockdown -10 25 fixed frames of recovery on blockair ↓↙←B 16 Until Landing Until Landing+17 Knockdown 18(blockstun) -2 on block at lowest possible height
air ↓↙←D 16 Until Landing Until Landing+17 Knockdown 18(blockstun) -2 on block at lowest possible height
air ↓↙←BD 11 Until Landing Until Landing+13 Knockdown 18(blockstun) +4 on block at lowest possible height
SDM/NeoMAX
↓↘→,→↘↓↙←A/C 15 16 26 Knockdown -8 Freeze of 29 26 fixed frames of recovery on block↓↘→,→↘↓↙←AC 8 16 26 Knockdown -19 Freeze of 29 37 fixed frames of recovery on block
→,←↙↓↘→A 18 - 60 Knockdown -28 Freeze of 29
→,←↙↓↘→C 18 - 60 Knockdown -28 Freeze of 29
↓↘→,→↘↓↙←BD 2 7,(5),8 21 Knockdown 0 Freeze of 45 Startup of 4 vs Standing
air ↓↘→,→↘↓↙←BD 2 Until Landing,(5),8 21 Knockdown 0 Freeze of 30
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -
-8 on block and -6 on hit if second hit connects
hop A 6 6 Until Landing+1 28 13 13
hop B 5 9 Until Landing+1 28 13 13
hop C 6 7 Until Landing+1 28 13 16
hop D 8 7 Until Landing+1 28 13 16
hop CD 9 6 Until Landing+1 28 Knockdown 19
hop BD 9 3 Until Landing+4 28 21 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 6 8 Until Landing+1 35 13 13
jump B 5 12 Until Landing+1 35 13 13
jump C 6 7 Until Landing+1 35 13 16
jump D 8 7 Until Landing+1 35 13 16
jump CD 10 8 Until Landing+1 35 Knockdown 23
jump BD 9 3 Until Landing+4 35 21 19
Takuma
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 9 +3 +1
cr.A 3 3 9 +3 +1
st.B 5 3 10 +2 0
cr.B 4 3 10 +2 0
cl.C 4 4 17 0 -2
st.C 8 4 19 -2 -4
cr.C 7 6 26 -11 -13
st.D 13 3 14 +4 +2
cr.D 7 4 25 Knockdown -10
→B 18 6 20 -5 -7
→B Cancel 18 6 20 -5 -7
st.CD 18 5 19 Knockdown -1
DM
↓↘→A 13 - 33 -6 -9 Advantage measured at closest range
↓↘→C 18 - 32 -5 -8 Advantage measured at closest range
↓↘→AC 18 7 23 +3 -1
↓↘→B 14 4 22 Knockdown -8
↓↘→D 20 5 23 +3 -10 Upper Body Armour f7~12 17 frames of recovery on hit
↓↘→BD 26 5 20 Crumple -3 Upper Body Armour f1~18
→↘↓↙←B 8 1 30 +10 Unblockable
→↘↓↙←D 8 1 30 +10 Unblockable
→↘↓↙←BD 6 1 30 +26 Unblockable
→,←,→A 10 1,(1),1,(1),1,(1),1 24 Knockdown -6
→,←,→C 10 1,(1),1,(1),1,(1),1 24 Knockdown -6
→,←,→AC 15 1,(1),1,(1),1,(1),1,(1),1 27 Knockdown -9
fixed frames? Charge ↙,→B 9 8 21 Knockdown -7
Charge ↙,→D 16 15 28 Knockdown -9 26 fixed frames of recovery on block
Charge ↙,→BD 12 11 23 Knockdown -2 19 fixed frames of recovery on block
SDM/NeoMAX
↓↘→,→↘↓↙←A 6 12 26 Knockdown -19 Freeze of 29
↓↘→,→↘↓↙←C 11 20 26 Knockdown -27 Freeze of 29
→,←↙↓↘→A 18 - 52 Knockdown -20 Freeze of 29 Upper Body Armour f2~5
→,←↙↓↘→C 16 - 52 Knockdown -20 Freeze of 29 Upper Body Armour f1~3
→,←↙↓↘→AC 16 - 110 Knockdown -42 Freeze of 29 Upper Body Armour f1~3
↓↘→↓↘→AC 5 8,(51),2 69 Knockdown -53 Freeze of 29
Move Startup Active Recovery Duration Hitstun Blockstun
Hops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -hop A 6 7 Until Landing+1 25 13 13hop B 4 10 Until Landing+1 25 13 13hop C 9 5 Until Landing+1 25 13 16hop D 8 6 Until Landing+1 25 13 16
hop CD 9 6 Until Landing+1 25 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 33 - -
jump A 6 8 Until Landing+1 33 13 13
jump B 4 12 Until Landing+1 33 13 13
jump C 9 6 Until Landing+1 33 13 16
jump D 8 8 Until Landing+1 33 13 16
jump CD 9 6 Until Landing+1 33 Knockdown 23
Mr. Karate
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 8 +4 +2
cr.A 3 3 8 +4 +2
st.B 4 3 9 +3 +1
cr.B 4 3 10 +2 0
cl.C 3 4 16 +1 -1
st.C 7 4 17 0 -2
cr.C 4 6 26 -11 -13
st.D 10 4 14 +3 +1
cr.D 7 4 20 Knockdown -5
→A 8 3,(2),3,(2),4 19 -2 -4
→A Cancel 8 3,(2),3,(2),4 19 -2 -4
→B 18 6 20 -5 -7
→B Cancel 18 6 20 -5 -7
st.CD 13 6 16 Knockdown +1
DM
↓↘→A 10 6 22 Knockdown -3 20 fixed frames of recovery on block
↓↘→C 16 6 22 Knockdown -10 27 fixed frames of recovery on block 25 frames of recovery with dash follow u -8 on block with dash follow u
↓↘→AC 36 2 18 Crumple 0 48 fixed frames of recovery on block
→↓↘A 4 16 27 Knockdown -25
→↓↘C 6 16 39 Knockdown -37
→↓↘C > AB 6 4 28 Knockdown -14
→↓↘AC 5 3,(1),11 47 Knockdown -40
→↘↓↙←B 21 1 22 Knockdown Unblockable Activation Box appears on frame 15~38 62 total frames if attack doesn't activate
→↘↓↙←D 21 1 22 Knockdown Unblockable Activation Box appears on frame 15~38 62 total frames if attack doesn't activate
→↘↓↙←BD 25 1 22 Knockdown Unblockable
↓↙←A 6 25 11 - - Teleport is 18 frames with 8f freeze f6~30 counter upper body↓↙←C 6 25 11 - - Teleport is 18 frames with 8f freeze f6~30 counter upper body
↓↙←AC 1 30 11 - - f1~30 counter upper body> ↓↙←AC: Close 0 6 24 Crumple Unblockable I mean I guess it's unblockable... send me how to block it if there's a way
> ↓↙←AC: Far 16 2 46 Knockdown -26
→,←,→A 12 3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3 16 Knockdown -38 If blocked once, following hits don't activate
→,←,→C 12 3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3 16 Knockdown -38 If blocked once, following hits don't activate
→,←,→AC 9 2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2) 20 Knockdown -43 If blocked once, following hits don't activate
air ←↙↓↘→B 9 8 Until Landing+14 Knockdown 18(blockstun) -9 on block at lowest possible height Landing recovery of 8 on whiff
air ←↙↓↘→D 13 9 Until Landing+20 Knockdown 18(blockstun) -4 on block at lowest possible height Landing recovery of 11 on whiff
air ←↙↓↘→BD 9 11 Until Landing+14 Knockdown 18(blockstun) -14 on block at lowest possible height
SDM/NeoMAX
↓↘→,→↘↓↙←A 6 12 26 Knockdown -19 Freeze of 29
↓↘→,→↘↓↙←C 17 20 26 Knockdown -27 Freeze of 29
↓↘→,→↘↓↙←AC 5 17 26 Knockdown -24 Freeze of 29
→,←↙↓↘→A 18 - 70 Knockdown -38 Freeze of 29 Upper Body Armour f2~5
→,←↙↓↘→C 18 - 70 Knockdown -38 Freeze of 29 Upper Body Armour f2~5
↓↘→↓↘→B/D 5 21 44 Knockdown -40 Freeze of 29
↓↙←,←↙↓↘→AC 5 5 34 Knockdown -18 Freeze of 76
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -
hop A 5 8 Until Landing+1 25 13 13
hop B 4 10 Until Landing+1 25 13 13
hop C 7 6 Until Landing+1 25 13 16
hop D 7 7 Until Landing+1 25 13 16
hop CD 11 6 Until Landing+1 25 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 33 - -
jump A 5 8 Until Landing+1 33 13 13
jump B 4 12 Until Landing+1 33 13 13
jump C 7 7 Until Landing+1 33 13 16
jump D 7 9 Until Landing+1 33 13 16
jump CD 11 8 Until Landing+1 33 Knockdown 23
Iori
Move Startup Active Recovery Hit Adv Block Adv.
Normals
cl.A 4 3 9 +3 +1
st.A 6 4 6 +5 +3
cr.A 5 4 9 +2 0
cl.B 5 4 8 +3 +1
st.B 6 4 10 +1 -1
cr.B 4 6 7 +2 0
cl.C 3 7 14 0 -2
st.C 8 3 20 -2 -4
cr.C 6 4 19 -2 -4
cl.D 7 5 15 +1 -1
st.D 9 4 17 0 -2
cr.D 6 7 34 Knockdown -22
↘C 21 2 19 0 -2
↘C Cancel 18 5 29 -13 -15
→A 9 2 22 -3 -5
> A 13 7 19 -5 -7
→A Cancel 9 2 22 -3 -5
> A 13 7 19 -5 -7
st.CD 15 6 18 Knockdown -1
DM
←↙↓↘→A 9 1 29 Knockdown Unblockable
←↙↓↘→C 9 1 29 Knockdown Unblockable
←↙↓↘→AC 5 1 31 Knockdown Unblockable
→↓↘A 4 6 33 Knockdown -21
→↓↘C 14 4 23 Knockdown -9
→↓↘AC 4 6 33 Knockdown -17
↓↙←B 17 4 16 +1 -4 Activation Box appears on frame 9~16 29 total frames if attack doesn't activate 21 fixed frames of recovery on block
↓↙←D 21 4 16 +1 -2 Activation Box appears on frame 13~30 52 total frames if attack doesn't activate
↓↙←BD 18 4 16 Knockdown 0 Activation Box appears on frame 11~18 37 total frames if attack doesn't activate
↓↙←A 11 2,(7),8 18 Knockdown -8
↓↙←C 18 2,(7),8 12 Knockdown -2
↓↙←AC 19 3,(6),8 11 Knockdown -1
SDM/NeoMAX
↓↘→,→↘↓↙←A/C 6 13 25 Knockdown -12 Freeze of 29 30 fixed frames of recovery on block
↓↘→,→↘↓↙←AC 4 13 29 Knockdown -17 Freeze of 29 35 fixed frames of recovery on block
↓↘→↓↘→BD 7 3,(4),5 56 Knockdown -39 Freeze of 50
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 24 - -hop A 5 6 Until Landing+1 24 13 13hop B 5 6 Until Landing+1 24 13 13hop C 9 4 Until Landing+1 24 13 16hop D 6 5 Until Landing+1 24 13 16
hop CD 12 5 Until Landing+1 24 Knockdown 19
hop ←B 5 5 Until Landing+1 - 21 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 32 - -
jump A 6 8 Until Landing+1 32 13 13
jump B 5 8 Until Landing+1 32 13 13
jump C 9 4 Until Landing+1 32 13 16
jump D 6 5 Until Landing+1 32 13 16
jump CD 13 6 Until Landing+1 32 Knockdown 23
jump ←B 5 5 Until Landing+1 - 21 19
EX Iori
Move Startup Active Recovery Hit Adv Block Adv.
Normals
cl.A 4 3 9 +3 +1
st.A 6 3 6 +6 +4
cr.A 5 4 9 +2 0
cl.B 5 6 5 +4 +2
st.B 6 4 9 +1 -1
cr.B 4 6 7 +2 0
cl.C 3 7 14 0 -2
st.C 8 3 20 -2 -4
cr.C 6 4 19 -2 -4
cl.D 7 5 15 +1 -1
st.D 9 4 17 0 -2
cr.D 6 7 34 Knockdown -22
→A 9 2 22 -3 -5
> A 13 7 19 -5 -7
→A Cancel 9 2 22 -3 -5
> A 13 7 19 -5 -7
→B 24 3 19 -1 -3
→B Cancel 24 3 19 -1 -3
st.CD 11 8 20 Knockdown -5
DM
↓↘→A 16 - 31 0 -3 Advantage measured at closest range
↓↘→C 13 - 39 -8 -11 Advantage measured at closest range
↓↘→AC 22 - 27 +69 -2 Advantage measured at closest range
→↓↘A 6 12 29 Knockdown -23
→↓↘C 6 18 41 Knockdown -36
→↓↘AC 4 10,(8),10,(11),18 44 Knockdown -39
→↘↓↙←B 20 7 35 Knockdown -19 Activation Box appears on frame 7~30 49 total frames if attack doesn't activate Recovery on whiff after activation is 28
→↘↓↙←D 20 7 35 Knockdown -19 Activation Box appears on frame 7~41 60 total frames if attack doesn't activate Recovery on whiff after activation is 28
→↘↓↙←BD 8 6 32 Knockdown -18
→↘↓↙←,→A 13 1 33 +12 Unblockable
→↘↓↙←,→C 13 1 33 +12 Unblockable
→↘↓↙←,→AC 13 1 37 +15 Unblockable
↓↙←A 9 3 22 -4 -9 26 fixed frames of recovery on block
> ↓↙←A 9 3 25 Knockdown -10
>> ↓↙←A 18 2 27 Knockdown -11
↓↙←C 15 3 25 -7 -12 29 fixed frames of recovery on block
> ↓↙←C 12 3 28 Knockdown -13
>> ↓↙←C 18 9 27 Knockdown -18
↓↙←AC 13 3 19 -1 -4
> ↓↙←AC 11 3 28 Knockdown -13
>> ↓↙←AC 12 15 21 Knockdown -18
SDM/NeoMAX
↓↘→,→↘↓↙←A/C 9 13 25 Knockdown -12 Freeze of 29 30 fixed frames of recovery on block
> ↓↘→↓↘→↓↘→↓↘→A/C 6 1,(45),21,(52),12 - Knockdown Unblockable Freeze of 48
↓↘→,→↘↓↙←AC 3 13 25 Knockdown -12 Freeze of 29 30 fixed frames of recovery on block
↓↘→↓↘→A 5 10,(19),10 25 Knockdown -6 Freeze of 29
↓↘→↓↘→C 11 10,(19),10 25 Knockdown -6 Freeze of 29
↓↙←,←↙↓↘→AC 17 1 42 Knockdown Unblockable Freeze of 50
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 24 - -hop A 5 6 Until Landing+1 24 13 13hop B 5 6 Until Landing+1 24 13 13hop C 9 4 Until Landing+1 24 13 16hop D 6 5 Until Landing+1 24 13 16
hop CD 12 5 Until Landing+1 24 Knockdown 19
hop ←B 5 5 Until Landing+1 - 21 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 33 - -
jump A 6 8 Until Landing+1 33 13 13
jump B 5 7 Until Landing+1 33 13 13
jump C 9 4 Until Landing+1 33 13 16
jump D 6 5 Until Landing+1 33 13 16
jump CD 13 6 Until Landing+1 33 Knockdown 23
jump ←B 5 5 Until Landing+1 - 21 19
Mature
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 9 +2 0
cr.A 4 4 10 +1 -1
cl.B 4 3,(8),4 11 0 -2
st.B 6 4 12 -1 -3
cr.B 5 4 9 +2 0
cl.C 3 7 23 -9 -11
st.C 11 3 19 -1 -3
cr.C 5 4 25 -8 -10
cl.D 7 4 23 -6 -8
st.D 8 4 20 -3 -5
cr.D 9 5 27 Knockdown -13
st.CD 14 6 19 Knockdown -2
DM
↓↙←A 12 8 20 -2 -5
> ↓↙←A 11 9 26 -9 -12
>> ↓↙←A 12 10 24 Knockdown -12
↓↙←C 12 8 20 -2 -5
> ↓↙←C 11 9 26 -9 -12
>> ↓↙←C 12 10 24 Knockdown -12
↓↙←AC 9 11 17 -2 -10
> ↓↙←AC 8 8 24 -6 -14
>> ↓↙←AC 9 11 17 -2 -10
>>> ↓↙←AC 8 8 24 -6 -14
>>>> ↓↙←AC 11 13 17 Knockdown -10
↓↙←B 11 3 19 -1 -4
↓↙←D 25 9 13 +5 +2 Activation Box appears on f12~27 45 total frames if attack doesn't activate
↓↙←BD 18 10 14 +4 -2 Activation Box appears on f8~25 45 total frames if attack doesn't activate
↓↘→,→↘↓↙←A 30 - 25 Knockdown +1 Advantage measured at closest range
↓↘→,→↘↓↙←C 26 - 27 Knockdown -1 Advantage measured at closest range
↓↘→,→↘↓↙←AC 24 - 29 Knockdown +17 Advantage measured at closest range
→↓↘A 2(grounded frames) 33(airbourne frames) 6(landing frames) - - 41 Total Frames
> A/C 15 6 Until Landing+7 Knockdown 19(blockstun) Startup is fastest possible +4 on block at lowest possible height
→↓↘C 5(grounded frames) 44(airbourne frames) 6(landing frames) - - 55 Total Frames
> A/C 21 6 Until Landing+7 Knockdown 19(blockstun) Startup is fastest possible +7 on block at lowest possible height
→↓↘AC 14 7 13 Knockdown -13 30 fixed frames of recovery on block
SDM/NeoMAX
↓↙←,←↙↓↘→B/D 15 15 21 Knockdown -23 Freeze of 30 41 fixed frames of recovery on block
↓↘→↓↘→A/C 7 8,(12),8,(12),8,(10),1 31 Knockdown -10 Freeze of 29
↓↘→↓↘→AC 6 8,(12),8,(12),8,(10),1 31 Knockdown -10 Freeze of 29↓↙←,←↙↓↘→AC 18 5 59 Knockdown -34 Freeze of 98
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 26 - -
hop A 6 6 Until Landing+1 26 13 13
hop B 7 8 Until Landing+1 26 13 13
hop C 6 3 Until Landing+1 26 13 16
hop D 6 6 Until Landing+1 26 13 16
hop CD 10 6 Until Landing+1 26 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 6 8 Until Landing+1 35 13 13
jump B 7 10 Until Landing+1 35 13 13
jump C 6 3 Until Landing+1 35 13 16
jump D 6 7 Until Landing+1 35 13 16
jump CD 12 7 Until Landing+1 35 Knockdown 23
Vice
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 8 +4 +2
cr.A 5 3 9 +3 +1
st.B 6 4 11 0 -2
cr.B 6 4 8 +3 +1
cl.C 7 6 15 0 -2
st.C 7 4 16 +1 -1
cr.C 6 3 25 -7 -9
cl.D 5 4 15 +2 0
> D 6 5 21 -5 -7
st.D 8 5 21 -5 -7
cr.D 8 4 19 Knockdown -4
→A 20 3 21 -3 -5
→A Cancel 15 3 20 -2 -4
st.CD 15 6 18 Knockdown -1
DM
↓↙←A 8 5 28 Knockdown -15
> ↓↘→A/C 16 1 9 Knockdown Unblockable
↓↙←C 18 5 21 Knockdown -8
> ↓↘→A/C 16 1 9 Knockdown Unblockable
↓↙←AC 14 4 23 Knockdown -14 28 fixed frames of recovery on block
> ↓↘→A/C 20 1 9 Knockdown Unblockable
→↓↘A 23 9 31 Knockdown Unblockable
→↓↘C 25 14 31 Knockdown Unblockable 27 frame startup vs standing
→↓↘AC 21 4 31 Knockdown Unblockable
→↘↓↙←,→A 1 1 35 Knockdown Unblockable
→↘↓↙←,→C 1 1 35 Knockdown Unblockable
→↘↓↙←,→AC 1 1 35 Knockdown Unblockable
←↙↓↘→B 16 2 26 +2 -5
←↙↓↘→D 22 2 26 0 -5
←↙↓↘→BD 12 2 33 +11 -12
SDM/NeoMAX
→↘↓↙←→↘↓↙←B/D 1 1 44 Knockdown Unblockable Freeze of 29
→↘↓↙←→↘↓↙←BD 1 1 44 Knockdown Unblockable Freeze of 29
air ↙↓↘→↗↑↓A/C 1 1 Until Landing+17 Knockdown Only Hits Air Freeze of 28
↓↙←,←↙↓↘→AC 5 14 78 Knockdown -62 Freeze of 108 Advantage and startup measured from in the corne
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 27 - -
hop A 5 8 Until Landing+1 27 13 13hop B 6 10 Until Landing+1 27 13 13hop C 6 8 Until Landing+1 27 13 16hop D 6 6 Until Landing+1 27 13 16
hop CD 7 6 Until Landing+1 27 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 38 - -
jump A 5 8 Until Landing+1 38 13 13
jump B 6 12 Until Landing+1 38 13 13
jump C 6 8 Until Landing+1 38 13 16
jump D 6 6 Until Landing+1 38 13 16
jump CD 8 8 Until Landing+1 38 Knockdown 23
Elisabeth
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 7 +4 +2
cr.A 5 4 8 +3 +1
st.B 4 4 8 +3 +1
cr.B 4 4 7 +4 +2
cl.C 5 4 18 -1 -3 Activation Box appears on frame 4~7
st.C 9 3 19 -1 -3
cr.C 8 4 20 -3 -5
cl.D 8 3 19 -1 -3
st.D 12 4 22 -5 -7
cr.D 7 3 25 Knockdown -9
→B 15 3 25 -7 -9
→B Cancel 15 3 25 -7 -9
st.CD 14 6 25 Knockdown -8
DM
↓↘→A 10 6 16 Knockdown -4
↓↘→C 23 11 10 Knockdown +1
↓↘→AC 11 9 12 Knockdown +12
→↓↘A 13 3 19 Knockdown -4
→↓↘C 18 3 20 Knockdown -8 29 fixed frames of recovery on block
→↓↘AC 13 3 25 Knockdown -10
↓↘→B 20 - 8 - - Startup is Elisabeth moving Recovery is time from stopping to neutral
↓↘→D 20 - 8 - - Startup is Elisabeth moving Recovery is time from stopping to neutral
↓↘→BD 20 - 8 - - Startup is Elisabeth moving Recovery is time from stopping to neutral
↓↙←B 24 - 13 - - Startup is Elisabeth moving Recovery is time from stopping to neutral
↓↙←D 24 - 13 - - Startup is Elisabeth moving Recovery is time from stopping to neutral
↓↙←BD 24 - 13 - - Startup is Elisabeth moving Recovery is time from stopping to neutral
↓↙←A 2 15 14 - - f2~16 counter upper body Recovery if activated is 13
↓↙←C 2 15 14 - - f2~16 counter lower body Recovery if activated is 13
↓↙←AC 1 16 19 -1 - f1~16 counter
→↘↓↙←,→A 7 1 30 Knockdown Unblockable
→↘↓↙←,→C 7 1 30 Knockdown Unblockable
→↘↓↙←,→AC 5 1 30 Knockdown Unblockable
SDM/NeoMAX
↓↘→↓↘→A/C 11 27 48 Knockdown -30 Freeze of 29
↓↘→↓↘→AC 11 - 75 Knockdown -15 Freeze of 29
↓↘→,→↘↓↙←A/C 6 7 44 Knockdown -28 Freeze of 29 Activation Box appears on frame 2~6 If move doesn't activate, goes active on frame 10
↓↙←,←↙↓↘→BD 1 24 25 Knockdown - f1~24 counter
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -hop A 5 3 Until Landing+1 25 13 13hop B 4 8 Until Landing+1 25 13 13hop C 7 3 Until Landing+1 25 13 16 Activation Box appears on frame 6~8
hop D 6 6 Until Landing+1 25 13 16hop CD 12 3 Until Landing+1 25 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 34 - -
Activation Box appears on frame 8~10
Activation Box appears on frame 7~12
Recovery if activated can be cancelled to specials
jump A 5 5 Until Landing+1 34 13 13
jump B 4 10 Until Landing+1 34 13 13
jump C 7 3 Until Landing+1 34 13 16 Activation Box appears on frame 6~9
jump D 6 7 Until Landing+1 34 13 16
jump CD 12 4 Until Landing+1 34 Knockdown 23
Duo Lon
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 3 7 +5 +3
cr.A 4 3 6 +6 +4
st.B 6 4 8 +3 +1
cr.B 5 4 8 +3 +1
st.C 5 4 16 +1 -1
cr.C 6 7 22 -8 -10
cl.D 6 6 22 -7 -9
st.D 9 4 22 -5 -7
cr.D 9 3 21 Knockdown -5
→A 9 2 21 -2 -4
→A Cancel 9 2 21 -2 -4
→AC 6 1,(1),2 15 +9 +2
→B 11 5 29 +5 +1
→B Cancel 11 5 29 +5 +1
→BD 7 3 25 Knockdown +2 Startup of 6 from distance
st.CD 13 6 18 Knockdown -1
DM
↓↘→A 7 7 19 -5 -8 Up to -2 on block when spaced correctly
> ↓↘→A 7 7 22 -8 -11
>> ↓↘→A 7 4 40 Knockdown -26
↓↘→C 7 7 19 -5 -8 Up to -2 on block when spaced correctly
> ↓↘→C 7 7 22 -8 -11
>> ↓↘→C 7 4 40 Knockdown -26
↓↘→AC 5 4 18 -1 -4
> ↓↘→AC 5 5 18 +3 -1
>> ↓↘→AC 6 3 42 Knockdown -27
↓↙←A 21 - 24 +7 +4
↓↙←C 44 - 7 +24 +21
↓↙←AC 39 - 20 +82 +78
↓↙←B - - - - - 47 Total Frames
↓↙←D - - - - - 47 Total Frames
↓↙←BD - - - - - 32 Total Frames
↓↘→B - - - - - 29 Total Frames
↓↘→D - - - - - 39 Total Frames
↓↘→BD - - - - - 23 Total Frames
SDM/NeoMAX
↓↙←,←↙↓↘→A/C 14 11 34 Knockdown -9 Freeze of 29 31 fixed frames of recovery on block
↓↙←,←↙↓↘→AC 5 9 34 Knockdown -17 Freeze of 29 39 fixed frames of recovery on block
→↘↓↙←→↘↓↙←AC 1 1 77 Knockdown Unblockable Freeze of 38
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 27 - -
hop A 5 4 Until Landing+1 27 13 13
hop B 5 4 Until Landing+1 27 13 13
hop C 6 6 Until Landing+1 27 13 16
hop D 7 6 Until Landing+1 27 13 16
hop CD 10 6 Until Landing+1 27 Knockdown 19
hop →A 8 4 Until Landing+1 - 15 13
hop →AC 5 4 Until Landing+1 - 15 13
hop →B 11 3 Until Landing+1 - 15 13
hop →BD 8 3 Until Landing+1 - 26
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 5 6 Until Landing+1 35 13 13
jump B 5 8 Until Landing+1 35 13 13
jump C 6 7 Until Landing+1 35 13 16
jump D 7 7 Until Landing+1 35 13 16
jump CD 10 7 Until Landing+1 35 Knockdown 23
jump →A 8 4 Until Landing+1 - 15 13
jump →AC 5 4 Until Landing+1 - 15 13
jump →B 11 3 Until Landing+1 - 15 13
jump →BD 8 3 Until Landing+1 - 26 19
Shen
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 7 +5 +3
cr.A 5 4 7 +4 +2
st.B 7 3 11 +1 -1
cr.B 5 4 7 +4 +2
cl.C 5 4 16 +1 -1
st.C 9 4 22 -5 -7 Upper Body Armour f2~7
cr.C 4 8 24 -11 -13
cl.D 6 11 20 -10 -12
st.D 11 4 24 -7 -9
cr.D 8 4 23 Knockdown -8
→B 16 4 17 0 -2
→B Cancel 16 4 17 0 -2
st.CD 14 7 17 Knockdown -1
DM
↓↘→A 15 4 19 0 -3 20 fixed frames of recovery on hit 24 fixed frames of recovery on block
↓↘→C 21 6 22 0 -6 20 fixed frames of recovery on hit Quickest Cancel = 13 frames
↓↘→C Level 2 32 7 19 0 -1 20 fixed frames of recovery on hit 22 fixed frames of recovery on block Minimum Startup
↓↘→C Level 3 35 8 17 0 -3 20 fixed frames of recovery on hit 24 fixed frames of recovery on block Minimum Startup
↓↘→C Level 4 58 7 23 Knockdown -8 Freeze of 20
↓↘→AC 16 9 31 Knockdown -8 25 fixed frames of recovery on block
↓↙←A 18 2 32 -13 -16
> ↓↘→A 16 3 32 Knockdown -17
↓↙←C 6 8 18 - - Nullifies Projectiles f6~13
↓↙←AC 18 2 36 -17 -20
> ↓↘→AC 13 2 22 Knockdown -13 30 fixed frames of recovery on block
→↘↓↙←,→A 5 1 33 Knockdown Unblockable
→↘↓↙←,→C 5 1 33 Knockdown Unblockable
→↘↓↙←,→AC 3 1 34 Knockdown Unblockable
↓↘→B 14 6 19 Knockdown -7
↓↘→D 17 6 14 Knockdown -2
↓↘→BD 15 7 23 Knockdown -7
SDM/NeoMAX
↓↘→↓↘→A/C 11 7 31 Knockdown -20 Freeze of 29
↓↘→↓↘→AC 8 7 28 Knockdown -17 Freeze of 29
C~A~B~C 3 6 41 Knockdown -28 Freeze of 59
↓↘→,→↘↓↙←AC 15 4 45 Knockdown -30 Freeze of 30
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -
hop A 6 6 Until Landing+1 25 13 13
hop B 5 5 Until Landing+1 25 13 13
hop C 6 6 Until Landing+1 25 13 16
hop D 8 6 Until Landing+1 25 13 16
hop CD 12 4 Until Landing+1 25 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 6 8 Until Landing+1 35 13 13
jump B 5 7 Until Landing+1 35 13 13
jump C 6 7 Until Landing+1 35 13 16
jump D 8 7 Until Landing+1 35 13 16
jump CD 12 4 Until Landing+1 35 Knockdown 23
Kim
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 4 7 +4 +2
cr.A 4 3 7 +5 +3
st.B 6 6 13 -4 -6
cr.B 4 4 9 +2 0
cl.C 4 7 14 0 -2
st.C 11 4 21 -4 -6
cr.C 7 5 15 +1 -1
cl.D 3 2 21 -2 -4
st.D 6 2,(10),2 14 +5 +3
cr.D 8 7 19 Knockdown -7
→→A 10 7 21 -19 -21 39 fixed frames of recovery on hit and block
→→A Cancel 10 7 21 -19 -21 39 fixed frames of recovery on hit and block
→B 20 4 19 -2 -4
→B Cancel 23 4 19 -2 -4
st.CD 15 7 17 Knockdown -1
DM
↓↙←B 16 2 18 Knockdown -8 25 fixed frames of recovery on block
↓↙←D 9 3,(5),6,(2),2 25 Knockdown -16 32 fixed frames of recovery on block Startup of 17 vs Standing
↓↙←BD 11 2,(1),2 11 Knockdown +1 15 fixed frames of recovery on block
Charge ↓,↑B 4 6 40 Knockdown -28
Charge ↓,↑D 6 3,(2),6 45 Knockdown -33
Charge ↓,↑BD 3 5,(6),5,(21),6 34 Knockdown -43
air ↓↙←B 15 7 Until Landing+15 Knockdown 18(blockstun) -2 on block at lowest possible height
air ↓↙←D 17 7 Until Landing+10 Knockdown 18(blockstun) +2 on block at lowest possible height
air ↓↙←BD 5 3,(4),6,(2),7 Until Landing+15 Knockdown 18(blockstun) 0 on block at lowest possible height
air ↓↘→B 10 Until Landing/Hitting 17(Landing) Knockdown 19(blockstun) Landing Recovery of 13 on hit or block -31 on block at lowest possible height
air ↓↘→D 10 Until Landing/Hitting 17(Landing) Knockdown 19(blockstun) Landing Recovery of 13 on hit or block -31 on block at lowest possible height
air ↓↘→BD 13 Until Landing 19(Landing) 21(hitstun) 18(blockstun) Landing Recovery of 16 on hit or block +1 on block at lowest possible height+4 on hit at lowest possible height
SDM/NeoMAX
↓↙←,←↙↓↘→B/D 11 14 25 Knockdown -8 Freeze of 29 26 fixed frames of recovery on block
↓↙←,←↙↓↘→B/D(Air 4 Until Landing 30(Landing) Knockdown -8 Freeze of 29 26 fixed frames of recovery on block
↓↙←,←↙↓↘→BD 6 10 30 Knockdown -8 Freeze of 29 26 fixed frames of recovery on block
↓↙←,←↙↓↘→BD(Air) 3 Until Landing 28(Landing) Knockdown -9 Freeze of 29 27 fixed frames of recovery on block
↓↘→↓↘→B 8 4 35 Knockdown +2 Freeze of 29 15 fixed frames of recovery on block
↓↘→↓↘→D 11 4 29 Knockdown +2 Freeze of 29 15 fixed frames of recovery on block
↓↙←,←↙↓↘→AC 5 10 25 Knockdown -10 Freeze of 29 28 fixed frames of recovery on block
Move Startup Active Recovery Duration Hitstun Blockstun
Hops
hop Empty 4(prejump frames) - 1(landing frame) 27 - -
hop A 6 6 Until Landing+1 27 13 13
hop B 5 9 Until Landing+1 27 13 13
hop C 9 6 Until Landing+1 27 13 16
hop D 8 6 Until Landing+1 27 13 16
hop CD 12 6 Until Landing+1 27 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 40 - -
jump A 5 6 Until Landing+1 40 13 13
jump B 5 12 Until Landing+1 40 13 13
jump C 10 6 Until Landing+1 40 13 16
jump D 8 7 Until Landing+1 40 13 16
jump CD 12 7 Until Landing+1 40 Knockdown 23
Hwa Jai
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 4 7 +4 +2
cr.A 4 4 6 +5 +3
st.B 5 5 7 +3 +1
cr.B 4 4 6 +5 +3
cl.C 5 4 14 +3 +1
st.C 6 7 11 +3 +1
cr.C 5 5 14 +2 0
cl.D 6 8 11 +2 0
st.D 7 4 16 +1 -1
cr.D 7 6 13 Knockdown 0
↘B 6 10 13 -2 -4 Up to +5 on block and +7 on hit
↘B Cancel 6 10 13 -2 -4 Up to +5 on block and +7 on hit
st.CD 14 4 15 Knockdown +4
DM
↓↘→A 10 1,(5),1,(5),1 18 +2 -1
> ↓↘→A/C 1 1,(9),3 29 Knockdown -14
↓↘→C 10 1,(5),1,(5),1,(4),1,(5),1,(5),1 19 +1 -2
> ↓↘→A/C 1 1,(9),3 29 Knockdown -14
↓↘→AC 6 1,(5),1,(5),1,(5),2,(9),3 18 Knockdown -3
→↓↘B 8 12 39 Knockdown -33
Drunk →↓↘B 7 12 46 Knockdown -40
→↓↘D 15 16 18 Knockdown -10
Drunk →↓↘D 13 16 18 Knockdown -10
→↓↘BD 12 16 43 Knockdown -41
> →B/D 13 16 Until Landing+21 Knockdown 18(blockstun)
> ↘B/D 15 Until Landing 21(Landing) Knockdown 18(blockstun) -5 on block at lowest possible height
> ↗B/D 13 10 Until Landing+21 Knockdown 18(blockstun)
> ←B/D 13 16 Until Landing+21 Knockdown 18(blockstun)
> ↙B/D 15 Until Landing 21(Landing) Knockdown 18(blockstun)
> ↖B/D 13 10 Until Landing+21 Knockdown 18(blockstun)
↓↙←B 17 3 17 +1 -2
Drunk ↓↙←B 12 8 17 +1 -2 Startup of 15 vs StandingStartup of 17 vs Crouching
↓↙←D 19 15 13 -2 -5 Startup of 24 vs StandingStartup of 27 vs Crouching
+1 on hit vs Crouching-2 on block vs Crouching
+5 on hit in the corner vs standing and crouching +2 on block in the corner vs standing and crouching
Drunk ↓↙←D 18 15 9 +2 -1 Startup of 21 vs StandingStartup of 23 vs Crouching
+8 on hit in the corner vs standing and crouching +5 on block in the corner vs standing and crouching
↓↙←BD 9 11,(8),12 12 Knockdown +1 Startup of 14 vs Crouchingair →↓↘B 12 Until Landing 13(Landing) Knockdown 18(blockstun) +4 on block at lowest possible height
air →↓↘D 16 16 32 Knockdown 18(blockstun) -23 on block at lowest possible height
air →↓↘BD 13 Until Landing 21(Landing) Knockdown 18(blockstun) -5 on block at lowest possible height See above for follow-ups
air ↓↙←B 10 5 Until Landing+9 21(hitstun) 18(blockstun) +11 on hit at lowest possible height +8 on block at lowest possible height
air ↓↙←D 23 6 Until Landing+9 Knockdown 29(blockstun) 0 on block at lowest possible height
air ↓↙←BD 8 21 Until Landing+10 Knockdown 31(blockstun) -7 on block at lowest possible height
SDM/NeoMAX
↓↘→,→↘↓↙←A 2 1 31 Knockdown Unblockable Freeze of 29
↓↘→,→↘↓↙←C 18 1 26 Knockdown Unblockable Freeze of 29
↓↘→↓↘→B/D 7 16 37 Knockdown -34 Freeze of 30
↓↘→↓↘→BD 4 16 37 Knockdown -34 Freeze of 30
↓↙←↓↙←A/C 16 - 12 - - Freeze of 52 Startup = still invincible Recovery = hittable state
↓↘→,→↘↓↙←BD 8 15,(11),4 36 Knockdown -22 Freeze of 30
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 31 - -
hop A 7 8 Until Landing+1 31 13 13
hop B 6 7 Until Landing+1 31 13 13
hop C 8 5 Until Landing+1 31 13 16
hop D 7 6 Until Landing+1 31 13 16
hop CD 9 6 Until Landing+1 31 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 38 - -
jump A 7 10 Until Landing+1 38 13 13
jump B 7 8 Until Landing+1 38 13 13
jump C 8 6 Until Landing+1 38 13 16
jump D 7 7 Until Landing+1 38 13 16
jump CD 9 7 Until Landing+1 38 Knockdown 23
Raiden
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 9 +2 0
cr.A 7 4 9 +2 0
st.B 6 4 7 +4 +2
cr.B 5 6 7 +2 0
cl.C 5 3,(2),3 19 -1 -3
st.C 11 4 19 -2 -4
cr.C 6 6 18 -3 -5
cl.D 10 4,(2),3 18 0 -2
st.D 7 5 21 -5 -7
cr.D 9 5 22 Knockdown -8
st.CD 15 5 20 Knockdown -2
DM
↓↙←A 19 22 6 +2 -6 23 fixed frames of recovery on hit and block
↓↙←C 30 25 7 +13 +5 Activation Box appears on frame 29~58 12 fixed frames of recovery on hit and block Move goes active on frame 30 regardless of activation
↓↙←AC 18 - 26 Knockdown -2 Projectile is active for 37 frames
→↓↘A 5 7 43 Only Hits Air Only Hits Air
→↓↘C 5 7 43 Only Hits Air Only Hits Air
→↓↘AC 4 8 47 Only Hits Air Only Hits Air
←↙↓↘→B 1 1 37 Knockdown Unblockable
←↙↓↘→D 1 1 37 Knockdown Unblockable
←↙↓↘→BD 1 1 37 Knockdown Unblockable
Charge ↙,→A 19 9 15 Knockdown -6 Activation Box appears on frame 15~26 37 total frames if attack doesn't activate
Charge ↙,→C 31 9 16 Knockdown -7 Activation Box appears on frame 27~44 53 total frames if attack doesn't activate Upper Body Armour f3~26
> AB 13 - 14 - - Upper Body Armour f3~13
Charge ↙,→AC 14 11,(8),9 17 Knockdown -8
Dropkick(Hold B/D) Level 1 17 4 25 Knockdown -11
Dropkick(Hold B/D) Level 2 17 4 25 Knockdown -11
Dropkick(Hold B/D) Level 3 17 4 19 Knockdown -5
Dropkick(Hold B/D) Level 4 11 6 17 Knockdown -5 Freezes Screen/Inputs for 3 frames before startup
SDM/NeoMAX
→↘↓↙←,→↘↓↙←A/C 1 1 28 Knockdown Unblockable Freeze of 29
→↘↓↙←,→↘↓↙←AC 1 1 30 Knockdown Unblockable Freeze of 29
↓↘→↓↘→A/C 11 8,(12),8,(12),8,(11),4,(20), 26 Knockdown -12 Freeze of 29
↓↘→↓↘→BD 17 6 34 Knockdown -18 Freeze of 69
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 29 - -
hop A 5 6 Until Landing+1 29 13 13
hop B 5 5 Until Landing+1 29 13 13
hop C 6 5 Until Landing+1 29 13 16
hop D 9 8 Until Landing+1 29 13 16
hop CD 9 5 Until Landing+1 29 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 5 7 Until Landing+1 35 13 13
jump B 5 8 Until Landing+1 35 13 13
jump C 6 6 Until Landing+1 35 13 16
jump D 9 12 Until Landing+1 35 13 16
jump CD 11 7 Until Landing+1 35 Knockdown 23
Raiden recovers 10 frames before projectile disappears
Mai
Move Startup Active Recovery Hit Adv Block Adv.
Normals
cl.A 3 5 7 +3 +1
st.A 4 4 8 +3 +1
cr.A 5 3 8 +4 +2
st.B 6 4 9 +2 0
cr.B 4 4 9 +2 0
cl.C 4 5 14 +2 0
st.C 8 6 18 -3 -5
cr.C 4 7 17 -3 -5
cl.D 7 4 17 0 -2
st.D 8 7 19 -5 -7
cr.D 7 8 21 Knockdown -10
st.CD 13 7 12 Knockdown +4
DM
↓↘→A 15 - 30 +1 -2
↓↘→C 14 - 34 -3 -6
↓↘→AC 9 - 33 Knockdown -5
↓↙←A 15 9 25 Knockdown -1
↓↙←C 9 3,(15),9 31 Knockdown -7
↓↙←AC 7 3,(15),11 15 Knockdown +7
←↙↓↘→B 6 2,(4),2,(10),22 17 Knockdown -21 Startup of 12 vs Standing and Crouching
←↙↓↘→D 9 5,(2),3,(11),23 17 Knockdown -22 Startup of 12 vs Standing and Crouching
←↙↓↘→BD 9 10,(11),24 19 Knockdown -2 Startup of 12 vs Standing and Crouching
Charge ↓,↑A 36-49 Until Landing 17(Landing) Knockdown 18(blockstun) Startup varies on distance(min-max) 0 on block at lowest possible height
Charge ↓,↑C 36-49 Until Landing 17(Landing) Knockdown 18(blockstun) Startup varies on distance(min-max) 0 on block at lowest possible height
Charge ↓,↑A/C Feint 26-39(to wall) 5(on wall) 22(falling down) - - Startup varies on distance(min-max)
air ↓↙←A 21 Until Landing 17(Landing) Knockdown 18(blockstun) 0 on block at lowest possible height
air ↓↙←C 21 Until Landing 17(Landing) Knockdown 18(blockstun) 0 on block at lowest possible height
air ↓↙←AC 16 Until Landing 17(Landing) Knockdown 18(blockstun) 0 on block at lowest possible height
SDM/NeoMAX
↓↙←,←↙↓↘→B/D 11 3,(3),32 29 Knockdown -11 Freeze of 29
↓↙←,←↙↓↘→B/D(Air 10 28 Until Landing+24 Knockdown -3 Freeze of 30 Advantage at lowest possible height
↓↙←,←↙↓↘→BD 7 3,(3),32 29 Knockdown -9 Freeze of 29
↓↙←,←↙↓↘→BD(Air) 6 36 Until Landing+24 Knockdown -3 Freeze of 30 Advantage at lowest possible height
↓↘→,→↘↓↙←AC 1 10 28 Knockdown -15 Freeze of 59 33 fixed frames of recovery on block Startup of 5f in cornerStartup of 7f if opponent in corner
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -
hop A 5 10 Until Landing+1 28 13 13
hop B 5 10 Until Landing+1 28 13 13
hop C 7 7 Until Landing+1 28 13 16
hop D 7 7 Until Landing+1 28 13 16
hop CD 9 5 Until Landing+1 28 Knockdown 19
hop ↓B 10 Until Landing Until Landing+9 - Knockdown 19 +3 on block at lowest possible height
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 38 - -
jump A 5 12 Until Landing+1 38 13 13
jump B 5 12 Until Landing+1 38 13 13
jump C 7 7 Until Landing+1 38 13 16
jump D 7 8 Until Landing+1 38 13 16
jump CD 9 5 Until Landing+1 38 Knockdown 23
jump ↓B 10 Until Landing Until Landing+9 - Knockdown 19 +3 on block at lowest possible height
King
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 4 8 +3 +1
cr.A 5 4 6 +5 +3
st.B 4 4 10 +1 -1
cr.B 5 4 8 +3 +1
cl.C 6 6 15 0 -2
st.C 4 9 15 -3 -5
cr.C 5 10 16 -5 -7
cl.D 5 3,(5),7 18 -4 -6
st.D 8 7 17 -3 -5
cr.D 9 4 25 Knockdown -10
↘D 12 10 14 -3 -5
↘D Cancel 12 10 14 -3 -5
st.CD 13 5 18 Knockdown 0
DM
↓↘→B 12 - 32 -1 -4
↓↘→D 9 - 37 -6 -9
↓↘→BD 10 - 30 Knockdown +6
→↓↘B 9 4 38 Knockdown -23
→↓↘D 9 4 38 Knockdown -23
→↓↘BD 5 4 45 Knockdown -30
→↘↓↙←B 13 6,(3),3 21 Knockdown -6
→↘↓↙←D 10 6,(5),3 24 Knockdown -9
→↘↓↙←BD 10 6,(3),3 30 Knockdown -15
air ↓↘→B 6 - Until Landing+12 32(hitstun) 29(blockstun) +3 on hit at lowest possible height 0 on block at lowest possible height
air ↓↘→D 7 - Until Landing+12 Knockdown 29(blockstun) -8 on block at lowest possible height
air ↓↘→BD 6 - Until Landing+15 Knockdown 29(blockstun) +12 on block at lowest possible height
SDM/NeoMAX
↓↘→↓↘→B 8 - 57 Knockdown -11 Freeze of 29
↓↘→↓↘→D 8 - 57 Knockdown -11 Freeze of 29
↓↘→↓↘→A/C 4 5,(23),13 29 Knockdown -14 Freeze of 29
↓↘→↓↘→AC 3 5,(23),21 29 Knockdown -22 Freeze of 29
↓↙←↓↙←BD 0 - 68 Knockdown -36 Freeze of 46
air ↓↙←↓↙←BD 0 - Until Landing+17 Knockdown -34 Freeze of 46 Advantage at lowest possible height
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -
hop A 6 8 Until Landing+1 28 13 13
hop B 5 8 Until Landing+1 28 13 13
hop C 7 7 Until Landing+1 28 13 16
hop D 6 8 Until Landing+1 28 13 16
hop CD 12 6 Until Landing+1 28 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 36 - -
jump A 6 10 Until Landing+1 36 13 13
jump B 5 10 Until Landing+1 36 13 13
jump C 7 8 Until Landing+1 36 13 16
jump D 6 11 Until Landing+1 36 13 16
jump CD 13 6 Until Landing+1 36 Knockdown 23
Yuri
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 8 +3 +1
cr.A 4 3 8 +4 +2
st.B 4 4 10 +1 -1
cr.B 4 3 7 +5 +3
cl.C 4 10 16 -5 -7
st.C 6 7 14 0 -2
cr.C 3 6 20 -5 -7
cl.D 6 8 13 0 -2
st.D 9 4 15 +2 0
cr.D 8 5 19 Knockdown -5
→A 17 10 14 -3 -5
→A Cancel 17 10 14 -3 -5
st.CD 13 8 12 Knockdown +3
DM
↓↘→A 16 13 23 Knockdown -7
↓↘→C 22 16 11 Knockdown +2
↓↘→AC 13 19 15 Knockdown -5
→↓↘A 5 10 35 Knockdown -25
→↓↘C 12 12 36 Knockdown -26
→↓↘AC 7 10,(4),10 57 Knockdown -47
→↘↓↙←B 1 1 34 Knockdown Unblockable
→↘↓↙←D 16 1 27 Knockdown Unblockable Activation Box appears on frame 12~32 57 total frames if attack doesn't activate
→↘↓↙←BD 8 16 19 Knockdown -12 38 fixed frames of recovery on block
↓↘→B 19 - 34 -3 -6 7f landing recovery Fireball is active for 30f Advantage listed as hitting first frame
↓↘→D 26 - 44 Knockdown -16 7f landing recovery Fireball is active for 43f Advantage listed as hitting first frame
↓↘→BD 22 - 23 +15 +11 7f landing recovery Fireball is active for 36f Advantage listed as hitting first frame
↓↙←A 12 18 21 Knockdown -10
↓↙←C 27 18 13 Knockdown -2
↓↙←AC 17 18 9 Knockdown +2
→↓↘B 3(grounded frames) 41(airbourne frames) 6(landing frames) - -
> A/C 10 6 Until Landing+7 21(hitstun) 19(blockstun) +13 on hit at lowest possible height +11 on block at lowest possible height
> B/D 10 Until Landing 4(landing frames) 21(hitstun) 19(blockstun) +16 on hit at lowest possible height +14 on block at lowest possible height
> AC 1 1 Until Landing+7 Knockdown Unblockable
> ↓↘→B/D 10 - Until Landing+7 32(hitstun) 29(blockstun) +6 on hit at lowest possible height +3 on block at lowest possible height
→↓↘D 3(grounded frames) 39(airbourne frames) 17(landing frames - -
> A/C 10 6 Until Landing+7 21(hitstun) 19(blockstun) +13 on hit at lowest possible height +11 on block at lowest possible height
> B/D 10 Until Landing 4(landing frames) 21(hitstun) 19(blockstun) +16 on hit at lowest possible height +14 on block at lowest possible height
> AC 1 1 Until Landing+7 Knockdown Unblockable
> ↓↘→B/D 10 - Until Landing+7 32(hitstun) 29(blockstun) +6 on hit at lowest possible height +3 on block at lowest possible height
→↓↘BD 1(grounded frames) 41(airbourne frames) 18(landing frames - -
> A/C 10 6 Until Landing+7 21(hitstun) 19(blockstun) +13 on hit at lowest possible height +11 on block at lowest possible height
> B/D 10 Until Landing 4(landing frames) 21(hitstun) 19(blockstun) +16 on hit at lowest possible height +14 on block at lowest possible height
> AC 1 1 Until Landing+7 Knockdown Unblockable
> ↓↘→B/D 11 - Until Landing+7 35(hitstun) 32(blockstun) +14 on hit at lowest possible height +11 on block at lowest possible height
air ↓↘→B 10 - Until Landing+7 32(hitstun) 29(blockstun) +9 on hit at lowest possible height +6 on block at lowest possible height
air ↓↘→D 16 - Until Landing+23 32(hitstun) 29(blockstun) +7 on hit at lowest possible height +4 on block at lowest possible height
air ↓↘→BD 10 - Until Landing+7 33(hitstun) 30(blockstun) +23 on hit at lowest possible height +20 on block at lowest possible height
SDM/NeoMAX
↓↘→,→↘↓↙←B/D 11 19 22 Knockdown -22 Freeze of 29
↓↘→,→↘↓↙←BD 7 25 22 Knockdown -28 Freeze of 29
→,←↙↓↘→A 18 - 47 Knockdown -17 Freeze of 29
→,←↙↓↘→C 18 - 47 Knockdown -17 Freeze of 29
↓↙←↓↙←AC 4 - 68 Knockdown -18 Freeze of 76 Startup of 10 vs standing
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -
hop A 5 7 Until Landing+1 28 13 13
hop B 4 11 Until Landing+1 28 13 13
hop C 8 4 Until Landing+1 28 13 16
hop D 7 6 Until Landing+1 28 13 16
hop CD 12 8 Until Landing+1 28 Knockdown 19
hop ↘B 10 Until Landing Until Landing+4 - 21 19 +16 on hit at lowest possible height +14 on block at lowest possible height
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 35 - -
jump A 5 9 Until Landing+1 35 13 13
jump B 4 14 Until Landing+1 35 13 13
jump C 8 6 Until Landing+1 35 13 16
jump D 7 7 Until Landing+1 35 13 16
jump CD 12 8 Until Landing+1 35 Knockdown 23
jump ↘B 10 Until Landing Until Landing+4 - 21 19 +16 on hit at lowest possible height +14 on block at lowest possible height
K'
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 7 +4 +2
cr.A 4 3 9 +3 +1
st.B 5 5 7 +3 +1
cr.B 4 4 8 +3 +1
cl.C 5 2,(2),3 24 -6 -8
st.C 10 3 25 -7 -9
cr.C 6 7 23 -9 -11
cl.D 7 3 21 -4 -6
st.D 9 5 22 -6 -8
cr.D 8 4 25 Knockdown -10
→A 22 9 25 Crumple -2
→A Cancel 15 9 25 -4 -6
st.CD 14 4 25 Knockdown -6
DM
↓↘→A 9 12 15 Knockdown -5
> →B 8 - 31 0 -3
> →D 7 12 23 Knockdown -6
> ←B - - - - - 34 Total Frames
> ←D - - - - - 46 Total Frames
↓↘→C 9 12 15 -2 -5
> →B 8 - 32 -1 -4
> →D 7 12 23 Knockdown -6
> ←B - - - - - 34 Total Frames
> ←D - - - - - 46 Total Frames
↓↘→AC 8 12 10 Knockdown +11
> →B 7 - 31 +9 +6
> →D 6 12 15 Knockdown +4
> ←B - - - - - 29 Total Frames
> ←D - - - - - 29 Total Frames
→↓↘A 4 3,(2),6 40 Knockdown -28
→↓↘C 8 20 57 Knockdown -55
> →B/D 11 8 38 Knockdown -18
→↓↘AC 4 10,(7),19,(12),6 47 Knockdown -56
↓↙←B 15 3 35 Knockdown -20
> ↓↙←B/D 11 8 16 Knockdown -10
↓↙←D 15 3 41 Knockdown -26
> ↓↙←B/D 11 8 16 Knockdown -10
↓↙←BD 16 3 31 Knockdown -16
> ↓↙←B/D 9 10 11 Knockdown -3
↓↘→B - - - - - 34 Total Frames
↓↘→D - - - - - 46 Total Frames
↓↘→BD - - - - - 29 Total Frames
air ↓↙←B 12 3 Until Landing+23 Knockdown 18(blockstun) -18 on block at lowest possible height
air ↓↙←D 14 3 Until Landing+23 Knockdown 18(blockstun) -22 on block at lowest possible height
air ↓↙←BD 10 3 Until Landing+16 Knockdown 18(blockstun) -6 on block at lowest possible height
SDM/NeoMAX
↓↘→↓↘→A/C 15 18 39 Knockdown -38 Freeze of 29
↓↘→,→↘↓↙←A/C 12 29 36 Knockdown -36 Freeze of 29
↓↘→,→↘↓↙←AC 12 29 36 Knockdown -36 Freeze of 29
→↘↓↙←,→↘↓↙←AC 8 12 77 Knockdown -61 Freeze of 55
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 26 - -
hop A 8 7 Until Landing+1 26 13 13
hop B 4 12 Until Landing+1 26 13 13
hop C 8 5 Until Landing+1 26 13 16
hop D 9 5 Until Landing+1 26 13 16
hop CD 10 5 Until Landing+1 26 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 33 - -
jump A 8 8 Until Landing+1 33 13 13
jump B 4 14 Until Landing+1 33 13 13
jump C 9 6 Until Landing+1 33 13 16
jump D 10 6 Until Landing+1 33 13 16
jump CD 10 6 Until Landing+1 33 Knockdown 23
Kula
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 6 4 11 0 -2
st.A(2) 1 2 11 +2 0
st.A(3) 1 2 9 +4 +2
cr.A 5 5 13 -3 -5
st.B 4 6 9 0 -2
cr.B 4 4 9 +2 0
cl.C 4 3,(8),6 23 -8 -10
st.C 14 5 32 -16 -18
cr.C 5 11 25 -15 -17
cl.D 7 2,(10),3 25 -7 -9
st.D 10 5 26 -10 -12
cr.D 8 7 25 Knockdown -13
↘B 10 12 20 Knockdown -13
↘B Cancel 10 12 20 Knockdown -13
→A 22 9 17 Crumple -3
→A Cancel 15 9 17 -5 -7
st.CD 18 5 14 Knockdown +4
DM
↓↘→A 19 8 21 Knockdown 0
↓↘→C 33 10 16 +30 +3
↓↘→AC 16 12 10 Crumple +7
→↓↘A 6 2,(2),9 36 Knockdown -31
→↓↘C 4 2,(4),15 55 Knockdown -48
→↓↘AC 3 2,(2),10 62 Knockdown -48
↓↙←B 15 5 20 -4 -7
> →B 10 2 31 Knockdown -1
> →D 7 10 22 Knockdown -14
↓↙←D 17 3,(13),3 18 Knockdown -3
> →B 10 2 31 Knockdown -1
> →D 7 10 22 Knockdown -14
↓↙←BD 12 3,(13),3 14 Knockdown +1
> →B 9 2 31 Knockdown -1
> →D 6 8 18 Knockdown -8
↓↙←A 5 7 22 Knockdown -11
↓↙←C 5 7 22 Knockdown -11
↓↙←AC 3 5 20 Knockdown -7
SDM/NeoMAX
↓↘→↓↘→A/C 16 12 41 Knockdown -24 Freeze of 29
↓↘→↓↘→AC 7 45 37 Knockdown -58 Freeze of 29
→↘↓↙←,→↘↓↙←AC 11 - 80 Knockdown -62 Freeze of 29
→↘↓↙←,→↘↓↙←BD 6 - 66 Knockdown -48 Freeze of 29
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 26 - -
hop A 7 12 Until Landing+1 26 13 13
hop B 5 12 Until Landing+1 26 13 13
hop C 13 8 Until Landing+1 26 13 16
hop D 6 4 Until Landing+1 26 13 16
hop CD 16 4 Until Landing+1 26 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 33 - -
jump A 7 12 Until Landing+1 33 13 13
jump B 7 15 Until Landing+1 33 13 13
jump C 13 8 Until Landing+1 33 13 16
jump D 6 4 Until Landing+1 33 13 16
jump CD 16 4 Until Landing+1 33 Knockdown 23
Maxima
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 6 8 +1 -1
cr.A 5 5 8 +2 0
st.B 9 4 8 +3 +1
cr.B 7 5 8 +2 0
cl.C 6 3,(1),7 15 -1 -3 Upper Body Armour f3~5 -7 on block if second hit whiffs -5 on hit if second hit whiffs
st.C 15 8 21 -8 -10 Upper Body Armour f4~12
cr.C 13 8 16 -3 -5 Upper Body Armour f3~8
cl.D 9 6 15 0 -2 Upper Body Armour f5~8
st.D 19 9 18 -6 -8 Upper Body Armour f11~17
cr.D 10 6 21 Knockdown -8
↘C 9 6 18 -3 -5
↘C Cancel 9 6 18 -3 -5
st.CD 17 8 24 Knockdown -9 Upper Body Armour f13~16
DM
↓↙←A 18 7 34 Knockdown -5
↓↙←C 29 7 28 Knockdown +1 Upper Body Armour f14~26
↓↙←AC 14 11,(3),4 30 Knockdown -16
→↓↘B 7 13 49 Only Hits Air Only Hits Air→↓↘D 7 13 49 Only Hits Air Only Hits Air
→↓↘BD 7 14 60 Knockdown -53 Upper Body Armour f1~20
→↘↓↙←B 1 1 38 Knockdown Unblockable
> ↓↙←A/C 10 6 44 Knockdown Unblockable Only possible on hit
→↘↓↙←D 29 1 38 Knockdown Unblockable Activation box appears f27~42 69 total frames if attack doesn't activate
> ↓↙←A/C 10 6 44 Knockdown Unblockable Only possible on hit
→↘↓↙←BD 9 16 19 Knockdown -6 24 fixed frames of recovery on block
> ↓↙←A/C 10 6 49 Knockdown Unblockable Only possible on hit
air ↓↙←A 11 8 Until Landing+12 Knockdown 29(blockstun) -6 on block at lowest possible height
air ↓↙←C 11 8 Until Landing+12 Knockdown 29(blockstun) -6 on block at lowest possible height
air ↓↙←AC 11 20 Until Landing+1 35(hitstun) 44(blockstun) Full Armour f1~30 +17 on hit at lowest possible height +26 on block at lowest possible height
SDM/NeoMAX
↓↘→↓↘→A/C 11 2 46 Knockdown -17 Freeze of 29 Anywhere Juggle on Super Cancel Upper Body Armour f1~10
↓↘→↓↘→AC 3 11,(8),4,(32),4 46 Knockdown -28 Freeze of 29 Anywhere Juggle on Super Cancel
→↘↓↙←,→↘↓↙←AC 20 44 81 Knockdown -62 Freeze of 29
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 4 8 Until Landing+1 28 13 13hop B 5 8 Until Landing+1 28 13 13hop C 9 7 Until Landing+1 28 13 16hop D 13 6 Until Landing+1 28 13 16
hop CD 13 8 Until Landing+1 28 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 36 - -
jump A 5 10 Until Landing+1 36 13 13
jump B 5 12 Until Landing+1 36 13 13
jump C 10 10 Until Landing+1 36 13 16
jump D 13 9 Until Landing+1 36 13 16
jump CD 15 8 Until Landing+1 36 Knockdown 23
Athena
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 5 8 +2 0
cr.A 4 3 7 +5 +3
st.B 5 5 10 0 -2
cr.B 4 4 9 +2 0
cl.C 5 4 16 +1 -1
st.C 6 4 19 -2 -4
cr.C 6 6 18 -3 -5
cl.D 5 4 21 -4 -6
st.D 10 5 20 -4 -6
cr.D 8 6 16 Knockdown -3
→B 20 10 5 -18 -20 38 fixed frames of recovery on hit and block
→B Cancel 18 10 7 -19 -21 39 fixed frames of recovery on hit and block
st.CD 12 8 14 Knockdown +1
DM
↓↙←A 16 - 29 +2 -1
↓↙←C 13 - 35 -4 -7
↓↙←AC 32 - 27 +26 +23
→↓↘A 4 17 50 Knockdown -35
→↓↘C 8 19 65 Knockdown -58
→↓↘AC 6 19 49 Knockdown -42
←↙↓↘→A 7 1 35 Knockdown Unblockable
←↙↓↘→C 7 1 35 Knockdown Unblockable
←↙↓↘→AC 3 1 35 Knockdown Unblockable
↓↘→B 21 - 12 - - Startup is when Athena is in original place Recovery is when Athena has moved
↓↘→D - - - - - 45 Total Frames
↓↘→BD - - - - - 26 Total Frames
↓↙←B 11 20 29 Knockdown +1 17 fixed frames of recovery on block
↓↙←D 11 20 29 Knockdown +1 17 fixed frames of recovery on block
↓↙←BD 11 20 29 Knockdown +5 13 fixed frames of recovery on block
air ↓↙←B 8 Until Landing 19(Landing) 21(hitstun) 18(blockstun) +1 on hit at lowest possible height -2 on block at lowest possible height
air ↓↙←D 10 Until Landing,(15),11 32 Knockdown -25
air ↓↙←BD 9 Until Landing,(12),5 15 Knockdown -2
SDM/NeoMAX
→↘↓↙←,→↘↓↙←A/C 3 135 40 Knockdown -30 Freeze of 29 51 fixed frames of recovery on block
air →↘↓↙←,→↘↓↙←A/C 4 32 Until Landing+25 Knockdown 22(blockstun) Freeze of 29 -13 on block at lowest possible heigh
→↘↓↙←,→↘↓↙←AC 3 134 46 Knockdown -32 Freeze of 29
→↘↓↙←,→AC 7 14 29 Knockdown -24 Freeze of 29
Move Startup Active Recovery Duration Hitstun Blockstun
Hops
hop Empty 4(prejump frames) - 1(landing frame) 32 - -
hop A 6 10 Until Landing+1 32 13 13
hop B 6 9 Until Landing+1 32 13 13
hop C 8 6 Until Landing+1 32 13 16
hop D 7 6 Until Landing+1 32 13 16
hop CD 9 6 Until Landing+1 32 Knockdown 19
hop →B 10 16 Until Landing+2 - 21 19 1 Landing Frame on hit or block
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 41 - -
jump A 6 12 Until Landing+1 41 13 13
jump B 6 12 Until Landing+1 41 13 13
jump C 8 6 Until Landing+1 41 13 16
jump D 7 7 Until Landing+1 41 13 16
jump CD 10 8 Until Landing+1 41 Knockdown 23
jump →B 10 16 Until Landing+2 - 21 19 1 Landing Frame on hit or block
Kensou
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 8 +4 +2
cr.A 4 4 7 +4 +2
st.B 5 4 12 -1 -3
> C 10 1 16 +6 -1
cr.B 4 4 9 +2 0
cl.C 5 5 17 -1 -3
st.C 10 4 15 +2 0
cr.C 6 5 18 -2 -4
st.D 6 5 18 -2 -4
cr.D 7 3 22 Knockdown -6
BD 15(first flip) 6(middle) 33(second flip) - - Cancellable during middle section
st.CD 13 6 15 Knockdown +2
DM
↓↘→A 10 3 24 -6 -9
> ↓↘→A 9 4 22 -5 -8
>> ↓↘→B/D 14 4 24 Knockdown -30 48 fixed frames of recovery on block
↓↘→C 10 3 24 -6 -9
> ↓↘→C 9 4 22 -5 -8
>> ↓↘→B/D 14 4 24 Knockdown -30 48 fixed frames of recovery on block
↓↘→AC 8 3 17 +1 -2
> ↓↘→A/C 9 4 15 +2 -1
>> ↓↘→A/C 8 3 17 +1 -2
>>> ↓↘→A/C 9 4 15 +2 -1
>>>> ↓↘→B/D 14 4 23 Knockdown -16 34 fixed frames of recovery on block
Min(5-8 hit) →↓↘A 19 1,(3),1,(3),1,(3),1,(3),1 30 -10 -13
Mid(9-10 hit) →↓↘A - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 19 +1 -2
Clean(14-16 hit) - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(5),3 42 Knockdown -26
MAX(x.x) →↓↘A - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(1),2,(9),5,(13),5,(13),5,(13) 110 -93 -96
Min(5-8 hit) →↓↘C 19 1,(3),1,(3),1,(3),1,(3),1 30 -10 -13
Mid(9-10 hit) →↓↘C - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 19 +1 -2
Clean(14-16 hit) - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(5),3 42 Knockdown -26
MAX(x.x) →↓↘C - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(1),2,(9),5,(13),5,(13),5,(13) 110 -93 -96
→↓↘AC 19 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(9),3 42 Knockdown -26
↓↙←A 21 - 27 +4 +1
↓↙←C 16 - 35 -4 -7
↓↙←AC 14 - 32 Knockdown -4
↓↘→B 17 4 24 Knockdown -30 Activation Box appears on frame 3~14 27 total frames if attack doesn't activate 48 fixed frames of recovery on block
↓↘→D 17 4 24 Knockdown -30 Activation Box appears on frame 3~26 39 total frames if attack doesn't activate 48 fixed frames of recovery on block
↓↘→BD 15 4 23 Knockdown -16 34 fixed frames of recovery on block
←↓↙B 6 15 40 Knockdown -28
←↓↙D 10 17 44 Knockdown -31
←↓↙BD 8 16 46 Knockdown -31
air ↓↙←A 20 Until Landing 12(Landing) Knockdown 22(blockstun) -2 on block at lowest possible height 18 Landing recovery on block
air ↓↙←C 20 Until Landing 12(Landing) Knockdown 22(blockstun) -2 on block at lowest possible height 18 Landing recovery on blockair ↓↙←AC 14 Until Landing 15(Landing) 26(hitstun) 22(blockstun) +10 on hit at lowest possible height +6 on block at lowest possible height
SDM/NeoMAX
↓↙←,↓↙←A 15 - 36 Knockdown -16 Freeze of 29
↓↙←,↓↙←C 20 - 36 Knockdown -16 Freeze of 29
↓↙←,↓↙←AC 10 - 38 Knockdown -18 Freeze of 29
↓↘→,→↘↓↙←A/C 1 1 35 Knockdown Unblockable Freeze of 29
↓↘→↓↘→AC 15 48 20 Knockdown -2 Freeze of 86
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 5 8 Until Landing+1 28 13 13
hop B 7 9 Until Landing+1 28 13 13hop C 7 6 Until Landing+1 28 13 16hop D 8 5 Until Landing+1 28 13 16
hop CD 13 6 Until Landing+1 28 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 37 - -
jump A 5 10 Until Landing+1 37 13 13
jump B 7 12 Until Landing+1 37 13 13
jump C 7 7 Until Landing+1 37 13 16
jump D 8 6 Until Landing+1 37 13 16
jump CD 13 8 Until Landing+1 37 Knockdown 23
Chin
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 4 7 +4 +2
cr.A 5 4 9 +2 0
st.B 4 4 8 +3 +1
cr.B 5 3 11 +1 -1
cl.C 4 4 19 -2 -4
st.C 6 5 17 -1 -3
cr.C 6 5 17 -1 -3
cl.D 5 4 24 -7 -9
st.D 9 3 23 -5 -7
cr.D 10 5 29 Knockdown -15
st.CD 13 7 17 Knockdown -1
DM
↓↙←A 8 2 29 Knockdown -15 32 fixed frames of recovery on block
↓↙←C 15 3 29 Knockdown -15 32 fixed frames of recovery on block
↓↙←AC 7 3 38 Knockdown -1 18 fixed frames of recovery on block
↘B 13 6 15 Knockdown -3 Up to +1 on block when spaced correctly
> ↘B 7 6 25 Knockdown -13
↘D 21 2 25 -6 -9
> A/C 4 3,(5),3 19 -1 -4
> AC 4 3,(5),7 9 +8 +5
↘D(Hold) 2(on ground) 21(in air) 6(on ground) - - 29 total frames
↘BD 10 5,(3),4 18 Knockdown -4
↓↙←B 1 18 31 Knockdown - f1~18 counter upper body↓↙←D 1 18 31 -2 - f1~18 counter lower body
↓↙←BD 1 9 31 Crumple - f1~9 counter←↙↓↘→B 22 4 21 Knockdown -7 May be followed by any ↓↙← move series on hit or
←↙↓↘→D 25 4 25 Knockdown -11 May be followed by any ↓↙← move series on hit or
←↙↓↘→BD 20 4 15 Knockdown -1 May be followed by any ↓↙← move series on hit or
↓↓C 1 - 19 - - Recovery is ↑ cancel
> A/C 4 3,(5),3 19 -1 -4
> AC 4 3,(5),7 9 +8 +5
> →A/C 1 1 22 Knockdown Unblockable
> ←A/C 1 1 22 Knockdown Unblockable
↓↓D 1 - 9 - - Recovery is BD cancel
> → 3(same position) 9(moving) 4(new position) - - 16 Total Frames
> ← 3(same position) 9(moving) 4(new position) - - 16 Total Frames
> A 4 4 7 +4 +2
> B 9 7 15 Knockdown -4
>> B 7 6 25 Knockdown -13
> C 4 4 19 -2 -4
> D 10 3 20 -2 -4
↓↓BD - - - - - 10 Total Frames
←↓↙A/C - - - - - 41 Total Frames
SDM/NeoMAX
↓↘→↓↘→A/C 8 27 31 Knockdown -19 Freeze of 29
↓↘→↓↘→AC 6 32 31 Knockdown -15 Freeze of 29
↓↙←,←↙↓↘→A 11 4 27 Knockdown -13 Freeze of 29
↓↙←,←↙↓↘→C 18 6 35 Knockdown -23 Freeze of 29
↓↘→↓↘→BD 14 - 92 Knockdown +8 Freeze of 59
air ↓↘→↓↘→BD 23 - Until Landing+1 Knockdown +12 Freeze of 40
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 29 - -
hop A 4 4 Until Landing+1 29 13 13
hop B 6 8 Until Landing+1 29 13 13
hop C 6 6 Until Landing+1 29 13 16
hop D 8 6 Until Landing+1 29 13 16
hop CD 11 4 Until Landing+1 29 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 36 - -
jump A 4 5 Until Landing+1 36 13 13
jump B 6 10 Until Landing+1 36 13 13
jump C 6 8 Until Landing+1 36 13 16
jump D 8 7 Until Landing+1 36 13 16
jump CD 12 5 Until Landing+1 36 Knockdown 23
Ralf
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 5 3 7 +5 +3
cr.A 4 4 9 +2 0
st.B 5 5 6 +4 +2
cr.B 4 4 6 +5 +3
cl.C 4 3,6 15 0 -2
st.C 9 5 18 -2 -4
cr.C 7 6 15 0 -2
cl.D 7 6 16 -1 -3
st.D 9 7 16 -2 -4
cr.D 6 4 16 Knockdown -1
↘A 7 5 22 -6 -8
↘A Cancel 7 5 22 -6 -8
st.CD 15 5 15 Knockdown +3
DM
↓↘→A 11 3 22 +1 -7
↓↘→C 18 4 12 +10 +2
↓↘→AC 19 6 20 Crumple -4 Armour f1~18Charge ←,→A 7 4,(10),3 25 -7 -10
Charge ←,→C 10 5,(11),11 25 Knockdown -16
Charge ←,→AC 7 4,(7),4,(8),2,(5),2,(5),2,(5),2,(5),9 26 Knockdown -17
↓↙←A 10 4 22 Knockdown -4
↓↙←C 21 7 19 Knockdown -4
↓↙←AC 12 9 13 Knockdown +5
Mash A 7 2,(5),2,(5),2,(5),2 25 Knockdown -23
Mash C 7 2,(5),2,(5),2,(5),2 25 Knockdown -23
Mash AC 5 2,(5),2,(5),2,(5),2,(5),2,(5),2,(5),2,(5),1 21 Knockdown -42
air ↓↘→A 15 Until Landing Until Landing+39 Knockdown 18(blockstun) -22 on block at lowest possible height
air ↓↘→C 24 Until Landing,1 38 Knockdown -21
air ↓↘→AC 25 Until Landing,4 48 Knockdown -34
SDM/NeoMAX
↓↘→↓↘→A/C 16 3 48 Knockdown -33 Freeze of 29
↓↘→↓↘→A/C Level 4 101 3 48 Knockdown Unblockable Freeze of 29
↓↘→↓↘→AC 9 3 48 Knockdown -33 Freeze of 29
↓↘→↓↘→AC Level 4 79 3 48 Knockdown Unblockable Freeze of 29 Armour f2~11↓↙←,←↙↓↘→B/D 9 6 54 Knockdown -41 Freeze of 29 Activation Box appears on frame f7~26 43 total frames if attack doesn't activate
→↘↓↙←,→↘↓↙←AC 17 1,(1)x22(44 total) 45 Knockdown -23 Freeze of 44
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -
hop A 6 8 Until Landing+1 25 13 13
hop B 4 7 Until Landing+1 25 13 13
hop C 8 5 Until Landing+1 25 13 16
hop D 7 5 Until Landing+1 25 13 16
hop CD 11 6 Until Landing+1 25 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 34 - -
jump A 6 12 Until Landing+1 34 13 13
jump B 4 9 Until Landing+1 34 13 13
jump C 8 6 Until Landing+1 34 13 16
jump D 7 6 Until Landing+1 34 13 16
jump CD 12 6 Until Landing+1 34 Knockdown 23
Clark
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 8 +4 +2
cr.A 4 4 8 +3 +1
st.B 5 3 7 +5 +3
cr.B 4 4 8 +3 +1
cl.C 4 3,(2),4 16 +1 -1
st.C 12 3 20 -2 -4
cr.C 8 5 15 +1 -1
cl.D 4 6 19 -4 -6
st.D 9 5 17 -1 -3
cr.D 6 4 20 Knockdown -5
↘A 5 7 18 -4 -6
↘A Cancel 5 7 18 -4 -6
→BD - - - - - 23 Total Frames
st.CD 13 5 15 Knockdown +3
DM
Charge ←,→A 8 3,(10),2 26 Knockdown -10
Charge ←,→C 17 4,(7),5 30 Knockdown -16
Charge ←,→AC 8 4,(7),5 24 Knockdown -10
←↙↓↘→B 18 1 35 Knockdown Unblockable Armour f5~17←↙↓↘→D 1 1 35 Knockdown Unblockable
←↙↓↘→BD 1 1 43 Knockdown Unblockable
Mash A 7 1,(5),1,(5),1,(5),1 20 Knockdown -3
Mash C 7 1,(5),1,(5),1,(5),1 20 Knockdown -3
Mash AC 4 1,(4),1,(4),1,(4),1 17 +3 0
SDM/NeoMAX
→↘↓↙←,→↘↓↙←A/C 1 1 35 Knockdown Unblockable Freeze of 29
→↘↓↙←,→↘↓↙←AC 1 1 35 Knockdown Unblockable Freeze of 29
→↘↓↙←,→↘↓↙←BD 12 5 43 Knockdown -30 Freeze of 30 Activation Box appears on frame f9~26 41 total frames if attack doesn't activate
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 25 - -
hop A 4 8 Until Landing+1 25 13 13
hop B 5 6 Until Landing+1 25 13 13
hop C 10 5 Until Landing+1 25 13 16
hop D 4 6 Until Landing+1 25 13 16
hop CD 14 6 Until Landing+1 25 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 33 - -
jump A 4 10 Until Landing+1 33 13 13
jump B 5 8 Until Landing+1 33 13 13
jump C 10 6 Until Landing+1 33 13 16
jump D 4 8 Until Landing+1 33 13 16
jump CD 14 7 Until Landing+1 33 Knockdown 23
Leona
Move Startup Active Recovery Hit Adv Block Adv.
Normals
st.A 4 3 7 +5 +3
cr.A 5 4 8 +3 +1
st.B 5 7 6 +2 0
cr.B 4 4 7 +4 +2
cl.C 7 2,(2),8 15 -2 -4
st.C 8 3 18 0 -2
cr.C 4 2,(1),4 30 -13 -18 Can only hit once
cl.D 6 3,(4),7 14 0 -2
st.D 10 3 19 -1 -3
cr.D 8 6 22 Knockdown -9
→B 19 2 24 Knockdown -7
→B Cancel 13 3 20 -2 -4
st.CD 14 7 17 Knockdown -1
DM
Charge ↓,↑A 5 7 36 Knockdown -23 Startup of 7 vs standingStartup of 9 vs crouching -21 on block vs Crouching
Charge ↓,↑C 5 7 43 Knockdown -30 Startup of 7 vs standing and crouching
Charge ↓,↑AC 4 8 40 Knockdown -30 Startup of 6 vs crouching -28 on block vs Crouching
Charge ←,→B 19 8 17 Knockdown -11 Activation Box appears on frame f7~20 37 total frames if attack doesn't activate 28 fixed frames of recovery on block
Charge ←,→D 23 8 9 Knockdown 0 Activation Box appears on frame f11~34 51 total frames if attack doesn't activate 17 fixed frames of recovery on block
Charge ←,→BD 15 8 10 Knockdown +3 Activation Box appears on frame f4~17 34 total frames if attack doesn't activate
Charge ←,→A 27 25 9 Knockdown +11
Charge ←,→C 22 37 0 Knockdown +20
Charge ←,→AC 23 - 20 Knockdown +29 Projectile is active for 34 frames
↓↙←B 40 - 15 Knockdown +11
↓↙←D 45 - 18 Knockdown +8
↓↙←BD 12 - 24 Knockdown -2
air ↓↙←A 11 6 Until Landing+10 Knockdown 29(blockstun) -23 on block at lowest possible height
air ↓↙←C 17 Until Landing 21(Landing) Knockdown 18(blockstun) -4 on block at lowest possible height
air ↓↙←AC 22 - Until Landing+10 Knockdown 81(blockstun) Projectile is active for 51 frames +34 on block at lowest possible height
SDM/NeoMAX
↓↙←,←↙↓↘→B/D 17 8 25 Knockdown -14 Freeze of 30 Activation Box appears on frame f5~1734 total frames if attack doesn't activate 25 fixed frames of recovery on block
air ↓↘→,→↘↓↙←A 4 Until Landing 36(Landing) Knockdown -18 Freeze of 29 Advantage at lowest possible height
air ↓↘→,→↘↓↙←C 4 Until Landing 36(Landing) Knockdown -18 Freeze of 29 Advantage at lowest possible height
air ↓↘→,→↘↓↙←AC 5 Until Landing 36(Landing) Knockdown -18 Freeze of 29 Advantage at lowest possible height
↓↙←,←↙↓↘→AC 10 10 47 Knockdown -22 Freeze of 134
Move Startup Active Recovery Duration Hitstun BlockstunHops
hop Empty 4(prejump frames) - 1(landing frame) 28 - -
hop A 5 7 Until Landing+1 28 13 13
hop B 4 11 Until Landing+1 28 13 13
hop C 5 6 Until Landing+1 28 13 16
hop D 4 10 Until Landing+1 28 13 16
hop CD 16 6 Until Landing+1 28 Knockdown 19
Jumps
jump Empty 4(prejump frames) - 1(landing frame) 38 - -
jump A 5 9 Until Landing+1 38 13 13
Leona recovers same frame as projectile ends
Leona recovers 13 frames before projectile disappears
jump B 4 11 Until Landing+1 38 13 13
jump C 7 8 Until Landing+1 38 13 16
neutral jump D 4 11 Until Landing+1 38 13 16
jump D 4 10 Until Landing+1 38 13 16
jump CD 16 6 Until Landing+1 38 Knockdown 23