Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 13 | 2+14 land | - | 800 | LH | KD +33(+45) | -8(+4) |
- Airborne 8-31f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 13 | 2+14 land | - | 900 | LH | KD +37(+49) | -8(+4) |
- Airborne 9-35f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 13 | 2+14 land | - | 1000 | LH | KD +37(+49) | -8(+4) |
- Airborne 11-39f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 13 | 2+14 land | SA2 | 1000 | LH | KD +42(+54) | -8(+4) |
- Airborne 7-29f (Forced Knockdown state)
- Cancel Hitconfirm Window: 27f (SA2), as low as 14f at max range
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
All versions can be spaced to be safe or even as good as +4 on block even when not Windclad.
Canceling from 2HP into LK Condor Spire from a max range results in a frame trap that can be as good as +1 on block and also safe against Drive Impact (unless they do it before 2HP). This also works from 4HP, though not quite to the same extent.
OD Condor Spire has the same range as the MK version but with a much faster startup that makes it less vulnerable to Drive Impact and other reactive options. It's a fun surprise to throw out in neutral or at round start.
The MK and HK versions aren't quite as good outside of combos due to the longer distance and slower startup making them easier to space out and react to with big punishes.