JoJo's Bizarre Adventure: Heritage for the Future/DIO/Movelist: Difference between revisions
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*Important part of DIO's neutral, anti-air and pressure game | *Important part of DIO's neutral, anti-air and pressure game | ||
*Useful in a variety of situations | *Useful in a variety of situations | ||
*Good for anti-airing, as it is air unblockable, and super fast | *Good for anti-airing, as it is air unblockable, and super fast, also combos from Stand OFF anti-airs | ||
*Has some invincibility during it's recovery causing it to sometimes ghost through the opponent's attacks afterwards | *Has some invincibility during it's recovery causing it to sometimes ghost through the opponent's attacks afterwards | ||
*Great reversal and defensive tool to get opponents to stop pressuring you | *Great reversal and defensive tool to get opponents to stop pressuring you | ||
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*Great combo tool that can combo of any normal that doesn't knock down | *Great combo tool that can combo of any normal that doesn't knock down | ||
*Tons of hitstun that allows you to dash up into another normal to keep your combo going, can even be looped | *Tons of hitstun that allows you to dash up into another normal to keep your combo going, can even be looped | ||
*Very useful for | *Very useful for ground tech cancel punishes vs DIO's grab or other similar punishes for massive damage | ||
*Terrible when used in neutral, despite having a great hitbox. Can be punished on hit/block if not followed up | *Terrible when used in neutral, despite having a great hitbox. Can be punished on hit/block if not followed up | ||
*Can be used to extend pressure, but is easily guard cancelled if done predictably. More on that in the offense section of the strategy part of this page | *Can be used to extend pressure, but is easily guard cancelled if done predictably. More on that in the offense section of the strategy part of this page | ||
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*Does tons of damage and builds lots of meter in combos | *Does tons of damage and builds lots of meter in combos | ||
*Comboed into mostly from 5B or 66A | *Comboed into mostly from 5B or 66A | ||
*Used in s.2C okizeme for a 50/50 high/low mix-up between j.A and 2A | *Used in s.2C (or s.214X rekka or more rarely 2C/5C hard knockdown) okizeme for a 50/50 high/low mix-up between j.A and 2A | ||
*Active period between first and last active frame is 90 | *Active period between first and last active frame is 90 | ||
*Used to meaty rolls into a mix-up in certain match-ups | *Used to meaty rolls into a mix-up in certain match-ups | ||
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*Generally only used for mind games with tech chasing fullscreen | *Generally only used for mind games with tech chasing fullscreen | ||
*Very good at adding up damage, though unsafe against fullscreen supers | *Very good at adding up damage, though unsafe against fullscreen supers | ||
*Can be easily beaten by | *Can be easily beaten by many supers | ||
* | *Can be ducked under by the entire cast, some even in Stand On | ||
*Can be used against people who build meter in Stand On and catch them before they can turn Stand Off | *Can be used against people who build meter in Stand On and catch them before they can turn Stand Off | ||
}} | }} | ||
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*Fully invincible and able to get you out of many bad situations, however it is grabable similarly to a roll | *Fully invincible and able to get you out of many bad situations, however it is grabable similarly to a roll | ||
*Useful for forcing scrambles and tricky cross-ups your opponent may struggle to block due to you clipping into them and being pushed out afterwards. | *Useful for forcing scrambles and tricky cross-ups your opponent may struggle to block due to you clipping into them and being pushed out afterwards. | ||
*Can be meatied and mixed up, however you can throw out fast or invincible moves after it to beat | *Can be meatied and mixed up, however you can throw out fast or invincible moves after it to beat failed meaties and grabs, like Bloody Summoning, 214S, 2A or 236S | ||
*Useful as a reversal or way to make moves safe like 663C, and can be used to escape mix-ups and tandem unblockables | *Useful as a reversal or way to make moves safe like 663C, and can be used to escape mix-ups and tandem unblockables | ||
}} | }} | ||
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|description= | |description= | ||
*This special is most often used to end stand on combos, preferably on short crouchers and fast wake up | *This special is most often used to end stand on combos, preferably on short crouchers and fast wake up | ||
*Can be used in s. | *Can be used in s.236X s.214X frme trap pressure and cancelled into tandem if in a sticky situation. | ||
}} | }} | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
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|description= | |description= | ||
*A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen | *A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen | ||
*This move is unsafe on block in many | *This move is unsafe on block in many match-ups, and should be therefore used sparingly and confirmed into | ||
*Gives a wallbounce if done raw,, delayed | *Gives a wallbounce if done raw,, delayed hard knockdown if on 3rd hit or up | ||
*Hits low which can catch some people off guard trying to escape the s.236C s.214x s.214x frame trap | *Hits low which can catch some people off guard trying to escape the s.236C s.214x s.214x frame trap | ||
*All versions are identical | *All versions are identical | ||
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|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*Can be used to keep out opponents from a distance, which it is very good at | *Can be used to keep out opponents from a distance, which it is very good at, especially the air version due to how much safer it is | ||
*Cancels into s.214X for a frametrap which some characters have trouble dealing with | *Cancels into s.214X for a frametrap which some characters have trouble dealing with | ||
*Can be punished on hit, similarly to DIO's guard cancel, though this is much harder to do, and react to | *Can be punished on hit, similarly to DIO's guard cancel, though this is much harder to do, and react to | ||
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*Can be extended by mashing, which can catch attempts at stealing turns upon recovery | *Can be extended by mashing, which can catch attempts at stealing turns upon recovery | ||
*If the first hit makes contact, it will repeat the same hitbox 3 times, if the first hit whiffs usually when low profiled , it will not knock down, though you cannot do anything off of it. | *If the first hit makes contact, it will repeat the same hitbox 3 times, if the first hit whiffs usually when low profiled , it will not knock down, though you cannot do anything off of it. | ||
*Air version adds on some extra damage from spaced jump-in s.j.C or air-to-airs, and can be used as an air-to-air on its own | |||
}} | }} | ||
}} | }} | ||
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*Very accessible to combo into | *Very accessible to combo into | ||
*Great for whiff-punishing through means of Invincibility | *Great for whiff-punishing through means of Invincibility | ||
*Optimal inputs would be {ABC*n}, for crouchers you would do {4ABC*n}. For the characters who crouch under s.5A, either {2A*n}, {2A2A, 4ABC*n}, or {4ABC*n} 663A is used | *Optimal inputs would be {ABC*n}, for crouchers you would do {4ABC*n}. For the characters who crouch under s.5A, either {2A*n}, {2A2B*n} {2A2A, 4ABC*n}, or {4ABC*n} 663A is used | ||
*Can be punished by moves with awkward pushboxes like Hol Horse 236AA, Shadow Dio 3C and 214AA, hitting the Stand as it is traveling towards the opponent or aerial moves that beat the tandem once it starts attacking. | *Can be punished by moves with awkward pushboxes like Hol Horse 236AA, Shadow Dio 3C and 214AA, hitting the Stand as it is traveling towards the opponent or aerial moves that beat the tandem once it starts attacking. | ||
*Alternatively it can be evaded by rolls, Tandems, | *Alternatively it can be evaded by rolls, Tandems, and other supers | ||
}} | }} | ||
}} | }} | ||
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*Contrary to popular belief, this super is not horrible. It is merely outshined by both S.ON Knives, and Tandem | *Contrary to popular belief, this super is not horrible. It is merely outshined by both S.ON Knives, and Tandem | ||
*Can be done both Stand On and Stand Off, and is identical | *Can be done both Stand On and Stand Off, and is identical | ||
*Has a lot of invulnerability, a lot of active frames, and starts up before the Super Flash, therefore it is unreactable | *Has a lot of invulnerability, a lot of active frames, and starts up before the Super Flash, therefore it is nearly unreactable | ||
*Grants Okizeme by doing 66 (S if Stand On) 236C meaty into j.A or 2A if the opponent's wakeup is slow, although it is tight. | *Grants Okizeme by doing 66 (S if Stand On) 236C meaty into j.A or 2A if the opponent's wakeup is slow, although it is tight. | ||
*Has an install associated with it. If the Move whiffs, the first hit of S.J.236X will have the hitgrab properties of this super, including the antimation which will be airborne | *Has an install associated with it. If the Move whiffs, the first hit of S.J.236X will have the hitgrab properties of this super if done near the ground, including the antimation which will be airborne | ||
}} | }} | ||
}} | }} | ||
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*Horrible Super | *Horrible Super | ||
*In rare cases, it is an optimal punish for airborne moves. Can optimally punish moves such as DIO 214AA (Road Roller), Mariah high level 236AA (Boobs), Vanilla Ice 214AA (Madness Sorrow) and Shadow Dio 214AA (Unblockable Spores (sub optimal)) | *In rare cases, it is an optimal punish for airborne moves. Can optimally punish moves such as DIO 214AA (Road Roller), Mariah high level 236AA (Boobs), Vanilla Ice 214AA (Madness Sorrow) and Shadow Dio 214AA (Unblockable Spores (sub optimal)) | ||
*Punishable on hit by faster | *Punishable on hit by faster wake-ups in corner by a full combo | ||
}} | }} | ||
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*Top 5 Super in the game | *Top 5 Super in the game | ||
*Great startup and invincibility, can punish any move that leaves your opponent unable to block with their Stand out | *Great startup and invincibility, can punish any move that leaves your opponent unable to block with their Stand out | ||
*Makes | *Makes most passive Stands in particular shiver | ||
*Do NOT overuse this, as that is a very common beginner-midlevel mistake | *Do NOT overuse this, as that is a very common beginner-midlevel mistake | ||
*Deals great chip, can bait out rolls | *Deals great chip, can bait out rolls | ||
*Can be easily beaten on reaction by invincible supers. Some examples are: Active/Weapon Stand 214S(optimal), DIO S.236AA, Black Polnareff 236AA, Khan 214AA | *Can be easily beaten on reaction by invincible supers if close enough. Some examples are: Active/Weapon Stand 214S(optimal), DIO S.236AA, Black Polnareff 236AA, Khan 214AA | ||
*Can be comboed into itself for an unscaled combo. Very much worth doing as well, as it does great damage. Do NOT do normal moves in between them as that will scale the combo and ruin your damage | *Can be comboed into itself for an unscaled combo. Very much worth doing as well, as it does great damage. Do NOT do normal moves in between them as that will scale the combo and ruin your damage | ||
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|properties=IPS=No Scales=No | |properties=IPS=No Scales=No | ||
|description= | |description= | ||
*Almost the same as the grounded version | *Almost the same as the grounded version, but much faster | ||
*Can punish even better than the grounded version, as it can be done as a Tiger Knee motion (s.2369AA, or even s.9236AA) in order to reach it's target faster | *Can punish even better than the grounded version, as it can be done as a Tiger Knee motion (s.2369AA, or even s.9236AA) in order to reach it's target faster | ||
*Can be punished by Guard Cancels on block, certain supers before it comes out, and even Kakyoin's nets | *Can be punished by Guard Cancels on block, certain supers before it comes out, and even Kakyoin's nets | ||
*Leading cause of zoner underwear skidmarks and singlehandedly the reason Devo loses to DIO. | *Leading cause of zoner underwear skidmarks and almost singlehandedly the reason Devo loses to DIO. | ||
*Can be | *Can be inconsistent in certain Stand ON match-ups like Avdol, as he will only get hit by 2-5 knives in Stand On | ||
}} | }} | ||
}} | }} |
Latest revision as of 08:45, 18 February 2024
Movelist
Stand Off Normal Moves
Standing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 7 | 3 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2/+7 on crc | +1(+6 on crc) | -2(+3 on crc) | SP, SU, TA, CH, CR | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 2 | 6 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -12 | -4 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 4 | 14 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | -1 | -14 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 6 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3(+7 on uncrc and wc) | +2(+6 on uncrc and wc) | -1(+3 on uncrc and wc) | SP, SU, TA, CH, CR, WC | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 4 | 9 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -7 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 25 | 12 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Hard Knockdown | -11 | -24 | SP, SU, TA | IPS=no Scales=Yes | ||||
|
Dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 2 | 10 | 4 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -1 | -4 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 | 16 | 6 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-11 | -12 | -20 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 5 | 22 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -10 | -23 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 10 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | +2 | +5 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 4 | 17 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -7 | -15 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 25 | 12 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Hard Knockdown | -11 | -24 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Aerial
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 7 | (until landing) | 4 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 (-15 on IOH) | +9 (-16 on ioh) | +6 (-19 on IOH) | SU | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 6 | (until landing) | 7 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 (-12 on IOH) | +9 (-12 on ioh) | +6 (-16 on IOH) | SU | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 2 | (until landing) | 10 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 (-14 on IOH) | +9 (-13 on ioh) | +6 (-16 on IOH) | SU | IPS=No Scales=Yes | ||||
|
Stand On Normal Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 13 (5 on wc and crc) | 5 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 (+8 on wc and crc) | -1 (+7 on wc and crc) | -4 (+4 on wc and crc) | SP, SU, TA, CR, WA | IPS=No Scales=Yes | ||||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
7 | 6 | 14 (15 on wc and crc) | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-2 (-3 on wc and crc) | -3 (-4 on wc and crc) | -11 (-13 on wc and crc) | SP, SU, TA, CR, WA | IPS=No Scales=Yes | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
7 | 9 | 12 (13 on wc and crc) | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
0 (-1 on wc and crc) | -1 (-2 on wc and crc) | -9 (-10 on wc and crc) | SP, SU, TA, CR, WA | IPS=No Scales=No | |||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
9 | 6 | 20 | 15 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-11 | -12 | -21 | SP, SU, TA | IPS=No Scales=Yes | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
9 | 6 | 15 | 15 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-2 | -3 | -16 | None | IPS=No Scales=No | |||
|
One of your three low moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 10 | 4 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +2 | +3 | SP, SU, TA, | IPS=No Scales=Yes | ||||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
6 | 3 | 20 | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-4 | -5 | -13 | SP, SU, TA | IPS=No Scales=Yes | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
10 | 3 | 14 | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
+2 | +1 | -7 | SP, SU, TA | IPS=No Scales=No | |||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
8 | 2 | 21 | 13 | Low | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
Hard Knockdown | -3 | -12 | None | IPS=No Scales=No | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
11 | 2 | 21 | 13 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
Hard Knockdown | +8 | -5 | SP, SU, TA, | IPS=No Scales=No | |||
|
Stand On dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 6 | 11 | 5 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -5 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 1 | 17 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -10 | None | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 4 | 13 | 15 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -12 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 10 | 4 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | -1 | -2 | SP, SU, TA, | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 1 | 9 | 6 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | -2 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 14 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+5 | =+4 | -9 | SP, SU, TA | IPS=No Scales=No | ||||
|
Stand On aerial
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | (until landing) | 4 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+14 (-13 on IOH) | +10 (-12 on IOH) | +7 (-20 on IOH) | SP, SU | IPS=NO Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | (until landing) | 9 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+14 (-12 on IOH) | +10 (-11 on ioh) | +7 (-19 on IOH) | SP, SU | IPS=NO Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 1 | (until landing) | 11 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+14 (-10 on IOH) | +10 (-10 on ioh) | +7 (-17 on IOH) | SP, SU | IPS=NO Scales=Yes | ||||
|
Special Moves
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 2 | 13 | 16 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +2 | - | None, 214S and s.214x with install | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18-20 | 2 | 21 | 16 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+30 | 25 | -29 | None | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 for every hit, 4f gaps between all hits | 57 | 5 per hit | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
up to +180 | +23 | +20 | None | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
37 | 12 | 12 | 12 | Unblockable | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
launch | N/A | N/A | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | 38 | 0 | none | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N/A | N/A | None | Fully invincible all throughout | ||||
|
Stand On
Hit 1 | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
12-18 | 2 | 25 | 16 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-12 | -13 | -16 | TA, s.214X | IPS=No Scales=No | |||
| |||||||
Hit 2 | Startup | Active | Recovery | Damage | Guard | ||
14 | 2 | 21 | 6 | Low | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
Wallbounce launch | -5 | -15 | None | IPS=No Scales=No | |||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 for every hit, 4f gaps between all hits | 22 | 3-5 per hit | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
techable launch | -13 | - | s.214x | IPS=No Scales=Yes | ||||
|
Super Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
Travel time dependent | N/A | None | Dependent on Input | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Dependent on Input | Dependent on Input | - | S to turn off after Stand reaches opponent | IPS=Reset Scales=Dependent on Input | ||||
|
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
39 (Excl. super flash) | Until colliding with the opponent | 29 | 3 per knife | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Grounded hitstop followed by launch | ? | - | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
? | Until colliding with the opponent | ? | ? | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
hitgrab | - | - | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
Travel time dependant | ? | ? | ? | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Wallbounce launch, punishable on hit | ? | - | None | IPS=No Scales=No | ||||
|
Stand On
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
? | ? | ? | 3 per knife | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Grounded hitstop followed by launch | ? | - | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
? | ? | ? | 3 per knife | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Grounded hitstop followed by launch | ? | - | None | IPS=No Scales=No | ||||
|