JoJo's Bizarre Adventure: Heritage for the Future/Kakyoin/Movelist: Difference between revisions
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=Movelist= | =Movelist= | ||
There are two important things to note for Kakyoin's Normals. <br> Damage is variable, depending on Player health, Opponent health, who the Opponent is playing, and whether they are in Stand Off or Stand On. All damage numbers are based on a full health Kakyoin vs a full Health Shadow DIO, who has about an "Average" defense value. <br> Kakyoin's frame data is slightly deceptive, due to almost every single move being able to cancel into specials, particularly his Nets. His Nets being so quick and non-committal, alongside the fact that having a net on the screen can add hit/blockstun to cover other things you are doing, means that moves being minus on hit or block, doesn't matter as much as you might think. | There are two important things to note for Kakyoin's Normals. <br> Damage is variable, depending on Player health, Opponent health, who the Opponent is playing, and whether they are in Stand Off or Stand On. All damage numbers are based on a full health Kakyoin vs a full Health Shadow DIO, who has about an "Average" defense value. Numbers in parentheses are block/chip damage. <br> Kakyoin's frame data is slightly deceptive, due to almost every single move being able to cancel into specials, particularly his Nets. His Nets being so quick and non-committal, alongside the fact that having a net on the screen can add hit/blockstun to cover other things you are doing, means that moves being minus on hit or block, doesn't matter as much as you might think. | ||
==Normals== | ==Normals== | ||
===Stand Off=== | ===Stand Off=== | ||
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|hit=+8 | |hit=+8 | ||
|block/pushblock=+7/+4 | |block/pushblock=+7/+4 | ||
|damage=3 | |damage=3 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Straight jab punch. Can combo into several other normals. Kakyoin's fastest Stand Off normal. Combo Filler. | *Straight jab punch. Can combo into several other normals. Kakyoin's fastest Stand Off normal. Combo Filler. | ||
*Meter gain: 0 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+9 | |hit=+9 | ||
|block/pushblock=+8/+2 | |block/pushblock=+8/+2 | ||
|damage=4 | |damage=4 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Proximity normal. Kakyoin performs a straight high kick. While it does come out faster than the far version, its hitbox covers a very weird area, which makes this move ineffective against most crouching or short characters. This move can combo into most dashing normals and 5B (Far). | *Proximity normal. Kakyoin performs a straight high kick. While it does come out faster than the far version, its hitbox covers a very weird area, which makes this move ineffective against most crouching or short characters. This move can combo into most dashing normals and 5B (Far). | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+10 | |hit=+10 | ||
|block/pushblock=+9/+1 | |block/pushblock=+9/+1 | ||
|damage=5 | |damage=5 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
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*Kakyoin performs a straight mid-level kick. Very bland move with not much use. | *Kakyoin performs a straight mid-level kick. Very bland move with not much use. | ||
*Move has less startup if you're already in the 5B pose | *Move has less startup if you're already in the 5B pose | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-4 | |hit=-4 | ||
|block/pushblock=-5/-18 | |block/pushblock=-5/-18 | ||
|damage=8,4 | |damage=8,4 (2,1) | ||
|cancel=SP, SU, TA, ROLL | |cancel=SP, SU, TA, ROLL | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Hierophant appears on top of Kakyoin to use his Drill, hitting the opponent twice. Strong normal with good priority, and a massive disjoint. Powerful panic button in almost any scenario. | *Hierophant appears on top of Kakyoin to use his Drill, hitting the opponent twice. Strong normal with good priority, and a massive disjoint. Powerful panic button in almost any scenario. | ||
*Meter gain: 3 whiff +4 hit (First hit only) | |||
}} | }} | ||
}} | }} | ||
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|hit=+4,+9 | |hit=+4,+9 | ||
|block/pushblock=+3,+8/+0,+5 | |block/pushblock=+3,+8/+0,+5 | ||
|damage=3 | |damage=3 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Low <br>Air-UB | |properties=IPS=Yes Scales=Yes Low <br>Air-UB | ||
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*Kakyoin does a quick low kick. Can combo into most normals. Can be easily forgettable due to Kakyoin have options like nets to start combos and moves like 2B and 5C to counterpoke with, but is a good combo starter nonetheless. Hits low. | *Kakyoin does a quick low kick. Can combo into most normals. Can be easily forgettable due to Kakyoin have options like nets to start combos and moves like 2B and 5C to counterpoke with, but is a good combo starter nonetheless. Hits low. | ||
*Recovery shortened by letting go of down, however you it can link into another 2A even if you hold down. Game's weird. | *Recovery shortened by letting go of down, however you it can link into another 2A even if you hold down. Game's weird. | ||
*Meter gain: 0 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-2 | |hit=-2 | ||
|block/pushblock=-3/-9 | |block/pushblock=-3/-9 | ||
|damage=6 | |damage=6 (1) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=No Scales=No Low <br>Air-UB | |properties=IPS=No Scales=No Low <br>Air-UB | ||
|description= | |description= | ||
*Hierophant Green turns its arm into a drill and attacks the opponent's legs. Comes out very fast and has decent range. Good poke and counterpoke. Hits low. | *Hierophant Green turns its arm into a drill and attacks the opponent's legs. Comes out very fast and has decent range. Good poke and counterpoke. Hits low. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-8/HKD | |hit=-8/HKD | ||
|block/pushblock=-9,+6/-6,-7 | |block/pushblock=-9,+6/-6,-7 | ||
|damage=7,5 | |damage=7,5 (2,1) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=No Scales=No Low,Mid <br>Air-UB | |properties=IPS=No Scales=No Low,Mid <br>Air-UB | ||
|description= | |description= | ||
*Hierophant Green attacks the opponent twice with its arms. Good move to end combos with as it gives very good oki. Don't overuse this. Only the first hit is low. Second hit can whiff at max range. | *Hierophant Green attacks the opponent twice with its arms. Good move to end combos with as it gives very good oki. Don't overuse this. Only the first hit is low. Second hit can whiff at max range. | ||
*Meter gain: 3 whiff +4 hit (First hit only) | |||
}} | }} | ||
}} | }} | ||
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|hit=-4 | |hit=-4 | ||
|block/pushblock=-5/-8 | |block/pushblock=-5/-8 | ||
|damage=5 | |damage=5 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=No Low <br>Air-UB | |properties=IPS=Yes Scales=No Low <br>Air-UB | ||
|description= | |description= | ||
*Kakyoin performs his 2A low kick while moving towards the opponent. Absolutely useless. | *Kakyoin performs his 2A low kick while moving towards the opponent. Absolutely useless. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+10 | |hit=+10 | ||
|block/pushblock=+9/+6 | |block/pushblock=+9/+6 | ||
|damage=7 | |damage=7 (0) | ||
|cancel=SP | |cancel=SP | ||
|properties=IPS=No Scales=No High | |properties=IPS=No Scales=No High | ||
|description= | |description= | ||
*Quick jab pointing downwards. Comes out fast and deals high damage. Useful during combo extensions into Nets. | *Quick jab pointing downwards. Comes out fast and deals high damage. Useful during combo extensions into Nets. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+10 | |hit=+10 | ||
|block/pushblock=+9/+6 | |block/pushblock=+9/+6 | ||
|damage=4 | |damage=4 (0) | ||
|cancel=SP | |cancel=SP | ||
|properties=IPS=Yes Scales=No High | |properties=IPS=Yes Scales=No High | ||
|description= | |description= | ||
*A far-reaching kick. Slower than j.A and does less damage, but covers more range and has more active frames. Best hitbox for jump-ins. | *A far-reaching kick. Slower than j.A and does less damage, but covers more range and has more active frames. Best hitbox for jump-ins. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=10,10 | |hit=10,10 | ||
|block/pushblock=+9,+9/+6,+6 | |block/pushblock=+9,+9/+6,+6 | ||
|damage=10,10 | |damage=10,10 (3,3) | ||
|cancel=SP | |cancel=SP | ||
|properties=IPS=No Scales=No High | |properties=IPS=No Scales=No High | ||
|description= | |description= | ||
*Hierophant turns its arm into a drill and hits the opponent twice. Has an insane disjoint and will beat almost every other air move. But, the hitbox is kind of high and will whiff shorter characters. Does high damage. | *Hierophant turns its arm into a drill and hits the opponent twice. Has an insane disjoint and will beat almost every other air move. But, the hitbox is kind of high and will whiff shorter characters. Does high damage. | ||
*Meter gain: 3 whiff +4 hit (First hit only) | |||
}} | }} | ||
}} | }} | ||
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|hit=+2 | |hit=+2 | ||
|block/pushblock=+1/-2 | |block/pushblock=+1/-2 | ||
|damage=3 | |damage=3 (0) | ||
|cancel=WIP | |cancel=WIP | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*5A, but dashing. You will maybe use this for a cheeky air-ub hit when they have 1HP left, otherwise it has no use. | *5A, but dashing. You will maybe use this for a cheeky air-ub hit when they have 1HP left, otherwise it has no use. | ||
*Meter gain: 0 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-3 | |hit=-3 | ||
|block/pushblock=/-10 | |block/pushblock=/-10 | ||
|damage=4,8 | |damage=4,8 (0) | ||
|cancel=WIP | |cancel=WIP | ||
|properties=IPS=Yes Scales=No Mid <br>Air-UB | |properties=IPS=Yes Scales=No Mid <br>Air-UB | ||
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*Kakyoin performs his kick attack while dashing. Used to confirm into his Tandem attack in Stand Off. The Roll Cancel is only on whiff, but can allow you to dodge some supers on reaction (S.on Knives). Not safe on block, but can create some ghetto pressure by repeatedly dashing and cancelling into net, or even remote mode for a cheeky mixup. | *Kakyoin performs his kick attack while dashing. Used to confirm into his Tandem attack in Stand Off. The Roll Cancel is only on whiff, but can allow you to dodge some supers on reaction (S.on Knives). Not safe on block, but can create some ghetto pressure by repeatedly dashing and cancelling into net, or even remote mode for a cheeky mixup. | ||
*B and C are both the same move in every single way except for damage, which C does more. | *B and C are both the same move in every single way except for damage, which C does more. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+4 | |hit=+4 | ||
|block/pushblock=+3/+0 | |block/pushblock=+3/+0 | ||
|damage=3 | |damage=3 (0) | ||
|cancel=WIP | |cancel=WIP | ||
|properties=IPS=Yes Scales=Yes Low <br>Air-UB | |properties=IPS=Yes Scales=Yes Low <br>Air-UB | ||
|description= | |description= | ||
*This is your main combo starter in stand off (aside from...you know.). The extra range from dashing momentum more than makes up for the slightly slower startup. | *This is your main combo starter in stand off (aside from...you know.). The extra range from dashing momentum more than makes up for the slightly slower startup. | ||
*Meter gain: 0 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+1 | |hit=+1 | ||
|block/pushblock=+0/-10 | |block/pushblock=+0/-10 | ||
|damage=10 | |damage=10 (3) | ||
|cancel=WIP | |cancel=WIP | ||
|properties=IPS=No Scales=No Low <br>Air-UB | |properties=IPS=No Scales=No Low <br>Air-UB | ||
|description= | |description= | ||
*Oddly more plus and damaging than the regular version, but they're both cancellable so who cares. Has more range than 662A, so can be slightly better for poking, but honestly this move is very underwhelming. | *Oddly more plus and damaging than the regular version, but they're both cancellable so who cares. Has more range than 662A, so can be slightly better for poking, but honestly this move is very underwhelming. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=HKD | |hit=HKD | ||
|block/pushblock=+2/-10,-11 | |block/pushblock=+2/-10,-11 | ||
|damage=7,5 | |damage=7,5 (2,1) | ||
|cancel=WIP | |cancel=WIP | ||
|properties=IPS=No Scales=No Low,Mid <br>Air-UB | |properties=IPS=No Scales=No Low,Mid <br>Air-UB | ||
|description= | |description= | ||
*Good range due to dashing momentum, safe on block, and leads to HKD on hit. Overally pretty decent. Important to note though that due to pushback, cancelling the second hit on block into net will mean the net will be out of range of the opponent, so be careful. | *Good range due to dashing momentum, safe on block, and leads to HKD on hit. Overally pretty decent. Important to note though that due to pushback, cancelling the second hit on block into net will mean the net will be out of range of the opponent, so be careful. | ||
*Meter gain: 3 whiff +4 hit (First hit only) | |||
}} | }} | ||
}} | }} | ||
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|hit=+7 | |hit=+7 | ||
|block/pushblock=+6/+3 | |block/pushblock=+6/+3 | ||
|damage=4 | |damage=4 (1) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Absolute bonkers normal, while it isn't huge like some of the other insane normals in this game, it's absolutely ridiculously safe, fast, and a pure disjoint. Your best anti-air for when opponents are right on top of you, or just anti-airing in general. Good for tech chasing, used in combos, gives Kak the 3rd fastest meterbuild in the game and easily the safest. There are many times where you could just sneak one in such as Mariah trying to wear your patience with 236X>623X>repeat. Only real downside is it whiffs on crouching characters and short characters. | *Absolute bonkers normal, while it isn't huge like some of the other insane normals in this game, it's absolutely ridiculously safe, fast, and a pure disjoint. Your best anti-air for when opponents are right on top of you, or just anti-airing in general. Good for tech chasing, used in combos, gives Kak the 3rd fastest meterbuild in the game and easily the safest. There are many times where you could just sneak one in such as Mariah trying to wear your patience with 236X>623X>repeat. Only real downside is it whiffs on crouching characters and short characters. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-10,-7 | |hit=-10,-7 | ||
|block/pushblock=-11,-8/-17,-14 | |block/pushblock=-11,-8/-17,-14 | ||
|damage=10,10 | |damage=10,10 (3,3) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=No Scales=Yes Mid <br>Air-UB | |properties=IPS=No Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Contender for the best normal in the entire game. Fast initial hit, but that second hitbox is where things get nutty. Ludicrous disjoint, this move alone gives Kakyoin better Anti-Air potential than almost anyone who isn't S tier. 6f with that range still isn't anything to scoff at either, making this an extremely powerful button to just throw out in close range scrambles. This move, S.2C, S.6B, and Net together will invalidate a chunk of the cast. | *Contender for the best normal in the entire game. Fast initial hit, but that second hitbox is where things get nutty. Ludicrous disjoint, this move alone gives Kakyoin better Anti-Air potential than almost anyone who isn't S tier. 6f with that range still isn't anything to scoff at either, making this an extremely powerful button to just throw out in close range scrambles. This move, S.2C, S.6B, and Net together will invalidate a chunk of the cast. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+3 | |hit=+3 | ||
|block/pushblock=+2,-9/-12,-11 | |block/pushblock=+2,-9/-12,-11 | ||
|damage=5,7,12 | |damage=5,7,12 (1,2,3) | ||
|cancel=SP,SU,TA* | |cancel=SP,SU,TA* | ||
|properties=IPS=No Scales=Yes Mid <br>Air-UB | |properties=IPS=No Scales=Yes Mid <br>Air-UB | ||
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*Third hit does 10 if the first 2 hit | *Third hit does 10 if the first 2 hit | ||
*Only first hit can be canceled | *Only first hit can be canceled | ||
* | *Meter gain: 3 whiff +4 hit (First hit only) | ||
}} | }} | ||
}} | }} | ||
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|hit=-9 | |hit=-9 | ||
|block/pushblock=-10/-13 | |block/pushblock=-10/-13 | ||
|damage=5 | |damage=5 (1) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Very outclassed move. Slower than S.5B | *Very outclassed move. Slower than S.5B and a worse overall hitbox for anti-airing and a large horizontal hurtbox makes it really bad at anything else. You'll only use this move when you get crossed up while doing S.4A, in which case it will usually hit the opponent anyways, but overall underwhelming. It does have use in tandems to hit shorter opponents. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-5 | |hit=-5 | ||
|block/pushblock=-6/-14 | |block/pushblock=-6/-14 | ||
|damage=11 | |damage=11 (3) | ||
|cancel=S.5C | |cancel=S.5C | ||
|properties=IPS=No Scales=Yes Mid <br>Air-UB | |properties=IPS=No Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*While slower than some of your other options, S.6B has a load of range and is one of your strongest pokes. It also can work well as a preventive anti-air, slapping them early out of their jump from a distance. The strange cancel option of S.5C makes this move a little more awkward than your other pokes however, since the hitstop can make cancelling into S.5C and quickly cancelling that first hit harder to do when you hit S.6B. | *While slower than some of your other options, S.6B has a load of range and is one of your strongest pokes. It also can work well as a preventive anti-air, slapping them early out of their jump from a distance. The strange cancel option of S.5C makes this move a little more awkward than your other pokes however, since the hitstop can make cancelling into S.5C and quickly cancelling that first hit harder to do when you hit S.6B. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=HKD/Wallbounce | |hit=HKD/Wallbounce | ||
|block/pushblock=-5/-18 | |block/pushblock=-5/-18 | ||
|damage=12 | |damage=12 (3) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=No Scales=Yes Mid <br>Air-UB | |properties=IPS=No Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*While it's not the fastest move, it is disjointed horizontally to such a degree that it's funny. Good to use as a counterpoke or a preventive option to cover certain moves/angles your myriad of other Anti Airs struggle to cover. | *While it's not the fastest move, it is disjointed horizontally to such a degree that it's funny. Good to use as a counterpoke or a preventive option to cover certain moves/angles your myriad of other Anti Airs struggle to cover. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+0 | |hit=+0 | ||
|block/pushblock=-1/-4 | |block/pushblock=-1/-4 | ||
|damage=4 | |damage=4 (1) | ||
|cancel=SP,SU,TA,Chain | |cancel=SP,SU,TA,Chain | ||
|properties=IPS=Yes Scales=Yes Low <br>Air-UB | |properties=IPS=Yes Scales=Yes Low <br>Air-UB | ||
|description= | |description= | ||
*Quick low. Good for up close mixups and keeping your pressure going after IADs. | *Quick low. Good for up close mixups and keeping your pressure going after IADs. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=-7 | |hit=-7 | ||
|block/pushblock=-8/-16 | |block/pushblock=-8/-16 | ||
|damage=8 | |damage=8 (2) | ||
|cancel=SP,SU,TA,Chain | |cancel=SP,SU,TA,Chain | ||
|properties=IPS=No Scales=Yes Low <br>Air-UB | |properties=IPS=No Scales=Yes Low <br>Air-UB | ||
|description= | |description= | ||
*With decent startup and great range, this is a powerful low to allow you to play your mixups and pressure the opponent from a distance. | *With decent startup and great range, this is a powerful low to allow you to play your mixups and pressure the opponent from a distance. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=HKD | |hit=HKD | ||
|block/pushblock=-8/-21 | |block/pushblock=-8/-21 | ||
|damage=12 | |damage=12 (3) | ||
|cancel=SP,SU,TA* | |cancel=SP,SU,TA* | ||
|properties=IPS=No Scales=No Low <br>Air-UB | |properties=IPS=No Scales=No Low <br>Air-UB | ||
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*The legendary sweep. Hits from 3/4ths of the screen away, comes out way fast than you'd expect something this huge to, and can be really difficult to punish due to the sheer size and disjoint. The advantage on knockdown is nothing to scoff at either. Easily one of Kakyoin's best moves, however it is one of his most committal as well, it can leave you open to well-timed jumps if they read you, as well as other moves like Ice's Ball. So y'know, have a LITTLE bit of thinking while you use it. | *The legendary sweep. Hits from 3/4ths of the screen away, comes out way fast than you'd expect something this huge to, and can be really difficult to punish due to the sheer size and disjoint. The advantage on knockdown is nothing to scoff at either. Easily one of Kakyoin's best moves, however it is one of his most committal as well, it can leave you open to well-timed jumps if they read you, as well as other moves like Ice's Ball. So y'know, have a LITTLE bit of thinking while you use it. | ||
*Only cancellable before the first active frame. | *Only cancellable before the first active frame. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=16 | |hit=16 | ||
|block/pushblock=+10/+7 | |block/pushblock=+10/+7 | ||
|damage=5 | |damage=5 (1) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
|description= | |description= | ||
*Good range and good speed, and even a disjoint before recovery frames. But the damage leaves much to be desired compared to its rival in S.8C, and is worse at being an IOH due to the higher hitbox. | *Good range and good speed, and even a disjoint before recovery frames. But the damage leaves much to be desired compared to its rival in S.8C, and is worse at being an IOH due to the higher hitbox. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
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|hit=+11 | |hit=+11 | ||
|block/pushblock=+1/+3 | |block/pushblock=+1/+3 | ||
|damage=4 | |damage=4 (1) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
|description= | |description= | ||
*The 1 niche this move has is being Kakyoin's highest hitting normal during airdashes, but otherwise...you're not gonna use this | *The 1 niche this move has is being Kakyoin's highest hitting normal during airdashes, but otherwise...you're not gonna use this | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 522: | Line 548: | ||
|hit=+11 | |hit=+11 | ||
|block/pushblock=+10/+7 | |block/pushblock=+10/+7 | ||
|damage=10 | |damage=10 (3) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
|description= | |description= | ||
*Can work as a replacement for S.9C for IADs, but only do his if you really want to keep C net held. Better air-to-air during airdashes than S.9C Best normal for Air Net juggles. | *Can work as a replacement for S.9C for IADs, but only do his if you really want to keep C net held. Better air-to-air during airdashes than S.9C Best normal for Air Net juggles. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 540: | Line 567: | ||
|hit=+16 | |hit=+16 | ||
|block/pushblock=+10/+7 | |block/pushblock=+10/+7 | ||
|damage=13 | |damage=13 (3) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
|description= | |description= | ||
*Neutral jump is a strong option for Kakyoin, and S.8C and its brother S.8A is a definite factor for it. Hard to contest fast air normals to swat at anyone while keeping your powerful aerial state. Similarly it can be used as an IOH alternative instead of S.J.3x on taller enemies to stay airborne. | *Neutral jump is a strong option for Kakyoin, and S.8C and its brother S.8A is a definite factor for it. Hard to contest fast air normals to swat at anyone while keeping your powerful aerial state. Similarly it can be used as an IOH alternative instead of S.J.3x on taller enemies to stay airborne. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 558: | Line 586: | ||
|hit=+11 | |hit=+11 | ||
|block/pushblock=+10/+7 | |block/pushblock=+10/+7 | ||
|damage=13 | |damage=13 (3) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
|description= | |description= | ||
*Your best move for IAD, and generally your best for jump ins as well. Hits lower than S.J.B but less disjointed. Will usually give better advantage. | *Your best move for IAD, and generally your best for jump ins as well. Hits lower than S.J.B but less disjointed. Will usually give better advantage. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 576: | Line 605: | ||
|hit=+11 | |hit=+11 | ||
|block/pushblock=+1/+3 | |block/pushblock=+1/+3 | ||
|damage=4 | |damage=4 (1) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
Line 582: | Line 611: | ||
*Kakyoin's Instant Overhead. Used to mix your opponent endlessly combined with his strong lows, nets, and IAD to cover any distance created. Easily combos into low chain. Button strength determines angle that Kakyoin travels at. | *Kakyoin's Instant Overhead. Used to mix your opponent endlessly combined with his strong lows, nets, and IAD to cover any distance created. Easily combos into low chain. Button strength determines angle that Kakyoin travels at. | ||
*If done frame perfectly, the hitbox won't come out at all | *If done frame perfectly, the hitbox won't come out at all | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 597: | Line 627: | ||
|hit=+4 | |hit=+4 | ||
|block/pushblock=+3/+0 | |block/pushblock=+3/+0 | ||
|damage=4 | |damage=4 (1) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scaling=Yes Mid <br> Air-UB | |properties=IPS=Yes Scaling=Yes Mid <br> Air-UB | ||
Line 603: | Line 633: | ||
*The same bonkers normal, but on the move. Can allow you to "chain" dashes to try and make up distance for oki if you aren't confident in your IADs (can also lead into a sneaky grab for oki). Doesn't chain into itself as quickly or easily, but can still allow you to press buttons while running away for squeezing a bit more meter out of everything you do. Good for tech chasing, combos, and pressure against tall opponents as well. | *The same bonkers normal, but on the move. Can allow you to "chain" dashes to try and make up distance for oki if you aren't confident in your IADs (can also lead into a sneaky grab for oki). Doesn't chain into itself as quickly or easily, but can still allow you to press buttons while running away for squeezing a bit more meter out of everything you do. Good for tech chasing, combos, and pressure against tall opponents as well. | ||
*Dashing S.6A does not exist, this comes out regardless of what standing direction you input | *Dashing S.6A does not exist, this comes out regardless of what standing direction you input | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 616: | Line 647: | ||
|hit=-5 | |hit=-5 | ||
|block/pushblock=-6/-14 | |block/pushblock=-6/-14 | ||
|damage=11 | |damage=11 (3) | ||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |properties=IPS=No Scaling=Yes Mid <br> Air-UB | ||
Line 622: | Line 653: | ||
*Dashing momentum allows you to hit people early out of jumps from even farther away, however it is completely uncancelable and unsafe even on hit, so you'll want to use it sparingly. The disjoint can help you from eating full combo punishes, but you'll definitely be giving up your turn when using this. | *Dashing momentum allows you to hit people early out of jumps from even farther away, however it is completely uncancelable and unsafe even on hit, so you'll want to use it sparingly. The disjoint can help you from eating full combo punishes, but you'll definitely be giving up your turn when using this. | ||
*Dashing S.5B does not exist, this comes out regardless of what standing direction you input | *Dashing S.5B does not exist, this comes out regardless of what standing direction you input | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 635: | Line 667: | ||
|hit=HKD/Wallbounce | |hit=HKD/Wallbounce | ||
|block/pushblock=-5/-18 | |block/pushblock=-5/-18 | ||
|damage=12 | |damage=12 (3) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |properties=IPS=No Scaling=Yes Mid <br> Air-UB | ||
|description= | |description= | ||
*Can be used as a moving cancelable disjoint, a last ditch meaty to dissuade jumping due to active frames, but is a pretty niche move. Used in Wallbounce loops in the corner. | *Can be used as a moving cancelable disjoint, a last ditch meaty to dissuade jumping due to active frames, but is a pretty niche move. Used in Wallbounce loops in the corner. | ||
Dashing S.5C does not exist, this comes regardless of what standing direction you input | *Dashing S.5C does not exist, this comes regardless of what standing direction you input | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 655: | Line 687: | ||
|hit=+0 | |hit=+0 | ||
|block/pushblock=-1/-4 | |block/pushblock=-1/-4 | ||
|damage=4 | |damage=4 (1) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scaling=Yes Low <br> Air-UB | |properties=IPS=Yes Scaling=Yes Low <br> Air-UB | ||
|description= | |description= | ||
*Useful as a tick for Raging Demon, but otherwise pretty mediocre. | *Useful as a tick for Raging Demon, but otherwise pretty mediocre. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 673: | Line 706: | ||
|hit=-7 | |hit=-7 | ||
|block/pushblock=-8/-16 | |block/pushblock=-8/-16 | ||
|damage=8 | |damage=8 (2) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scaling=Yes Low <br> Air-UB | |properties=IPS=Yes Scaling=Yes Low <br> Air-UB | ||
|description= | |description= | ||
*Due to retaining its cancel properties, this is an excellent poke and approach tool. | *Due to retaining its cancel properties, this is an excellent poke and approach tool. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
Line 691: | Line 725: | ||
|hit=HKD | |hit=HKD | ||
|block/pushblock=-8/-21 | |block/pushblock=-8/-21 | ||
|damage=12 | |damage=12 (3) | ||
|cancel=None | |cancel=None | ||
|properties=IPS=Yes Scaling=No Low <br> Air-UB | |properties=IPS=Yes Scaling=No Low <br> Air-UB | ||
|description= | |description= | ||
*The legendary sweep, reborn. From 3/4ths of the screen to truly fullscreen, this move creates whiff punish opportunites from anywhere, and completely shuts down some characters gameplans, such as Mariah or Young Joseph trying to set up projectiles. Simply by this move existing as an option, forces your opponent to be on their toes and ready to block low. It forces Vanilla Ice to be wary when building meter from a distance, since a well timed sweep can interrupt it, especially with the disjoint. It's not even any more unsafe on block frame data wise, but the forward momentum can place you closer and make certain punishes easier. Which is why it makes an incredible tool for deterring someone from chasing you on the ground, if you dash back with it. | *The legendary sweep, reborn. From 3/4ths of the screen to truly fullscreen, this move creates whiff punish opportunites from anywhere, and completely shuts down some characters gameplans, such as Mariah or Young Joseph trying to set up projectiles. Simply by this move existing as an option, forces your opponent to be on their toes and ready to block low. It forces Vanilla Ice to be wary when building meter from a distance, since a well timed sweep can interrupt it, especially with the disjoint. It's not even any more unsafe on block frame data wise, but the forward momentum can place you closer and make certain punishes easier. Which is why it makes an incredible tool for deterring someone from chasing you on the ground, if you dash back with it. | ||
*Meter gain: 3 whiff +4 hit | |||
}} | }} | ||
}} | }} | ||
{{NavboxHFTF}} | {{NavboxHFTF}} | ||
[[Category:JoJo's Bizarre Adventure]] | [[Category:JoJo's Bizarre Adventure]] |
Revision as of 13:40, 3 April 2021
Movelist
There are two important things to note for Kakyoin's Normals.
Damage is variable, depending on Player health, Opponent health, who the Opponent is playing, and whether they are in Stand Off or Stand On. All damage numbers are based on a full health Kakyoin vs a full Health Shadow DIO, who has about an "Average" defense value. Numbers in parentheses are block/chip damage.
Kakyoin's frame data is slightly deceptive, due to almost every single move being able to cancel into specials, particularly his Nets. His Nets being so quick and non-committal, alongside the fact that having a net on the screen can add hit/blockstun to cover other things you are doing, means that moves being minus on hit or block, doesn't matter as much as you might think.
Normals
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 1 | 3 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+8 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 3 | 4 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+9 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8,5 | 3 | 2 | 5 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 (6) 2 | 20 | 8,4 (2,1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | {{{block}}} | - | SP, SU, TA, ROLL | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 6,1 | 3 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4,+9 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 | 16 | 6 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | {{{block}}} | - | SP,SU,TA | IPS=No Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 1 (8) 1 | 10 | 7,5 (2,1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8/HKD | {{{block}}} | - | SP,SU,TA | IPS=No Scales=No Low,Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 1 | 13 | 5 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 9 | Until Landing | 7 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | {{{block}}} | - | SP | IPS=No Scales=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 14 | Until Landing | 4 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | {{{block}}} | - | SP | IPS=Yes Scales=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 (3) 3 | Until Landing | 10,10 (3,3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
10,10 | {{{block}}} | - | SP | IPS=No Scales=No High | ||||
|
Dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 8 | 3 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | {{{block}}} | - | WIP | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | 15 | 4,8 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | {{{block}}} | - | WIP | IPS=Yes Scales=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 | 6 | 3 (0) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | {{{block}}} | - | WIP | IPS=Yes Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 1 | 13 | 10 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | {{{block}}} | - | WIP | IPS=No Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 1 (8) 1 | 14 | 7,5 (2,1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | {{{block}}} | - | WIP | IPS=No Scales=No Low,Mid Air-UB | ||||
|
Stand On
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 5 | 1 | 4 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 (2) 4 | 19 | 10,10 (3,3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-10,-7 | {{{block}}} | - | SP,SU,TA | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 1 (4) 3 (8) 4 | 12 | 5,7,12 (1,2,3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | {{{block}}} | - | SP,SU,TA* | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 6 | 16 | 5 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | 18 | 11 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | {{{block}}} | - | S.5C | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 8 | 15 | 12 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD/Wallbounce | {{{block}}} | - | SP,SU,TA | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 10 | 4 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+0 | {{{block}}} | - | SP,SU,TA,Chain | IPS=Yes Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 21 | 8 (2) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-7 | {{{block}}} | - | SP,SU,TA,Chain | IPS=No Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 10 | 16 | 12 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | {{{block}}} | - | SP,SU,TA* | IPS=No Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | Until Landing | 5 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
16 | {{{block}}} | - | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 4 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | {{{block}}} | - | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 10 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | {{{block}}} | - | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 13 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+16 | {{{block}}} | - | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 13 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | {{{block}}} | - | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | Variable | Until Landing | 4 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | {{{block}}} | - | SP,SU | IPS=No Scales=Yes High | ||||
|
Dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 5 | 4 | 4 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | 18 | 11 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | {{{block}}} | - | None | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 8 | 15 | 12 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD/Wallbounce | {{{block}}} | - | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 10 | 4 (1) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+0 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scaling=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 21 | 8 (2) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-7 | {{{block}}} | - | SP,SU,TA | IPS=Yes Scaling=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 10 | 16 | 12 (3) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | {{{block}}} | - | None | IPS=Yes Scaling=No Low Air-UB | ||||
|