~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
Frame Data
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
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Stun
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Gain
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Cancel Ability
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Startup
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Active
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Recovery
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On Guard
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On Hit
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Notes
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Close
|
HL
|
25
|
50
|
20
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ch/sp/su
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4
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2
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10
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-1
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+2
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Close
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HL
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65
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100
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40
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sp/su
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5
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2
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17
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+2
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+8
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Close
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HL
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95
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200
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60
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sp/su
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8
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2
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19
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-3
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+1
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Close
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HL
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25
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50
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20
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-
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3
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2
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6
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+3
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+6
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Close
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HL
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40*30
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50*50
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40*20
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sp/su*-
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6
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2*2
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14
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-2
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+1
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Close
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HL
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100
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200
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60
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su
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8
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2
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14
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+2
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+6
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Far
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HL
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25
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50
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20
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ch/sp/su
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4
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2
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5
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+4
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+7
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Far
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HL
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70
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100
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40
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su
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6
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2
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13
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-1
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+2
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|
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Far
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HL
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110
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200
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60
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-
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11
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2
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18
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-2
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+2
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|
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Far
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HL
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35
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50
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20
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-
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4
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2
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9
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0
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+3
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|
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Far
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HL
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70
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100
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40
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-
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7
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2
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14
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-2
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+1
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Far
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HL
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110
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200
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60
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-
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11
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2
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18
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-2
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+2
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crouch
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HL
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25
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50
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20
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ch/sp/su
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4
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2
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8
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+1
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+4
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crouch
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HL
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70
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100
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40
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sp/su
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5
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2
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10
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+2
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+5
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crouch
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HL
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100
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200
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60
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sp/su
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11
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3
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22
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-7
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-2
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Forces stand
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crouch
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L
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20
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50
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20
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ch/sp/su
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4
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2
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9
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0
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+3
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crouch
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L
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65
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100
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40
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sp/su
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7
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2
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12
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0
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+3
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crouch
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L
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90
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150
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60
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-
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10
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2
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22
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-6
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-
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Hard knockdown
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Jump up
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H
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45
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50
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20
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-
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4
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7
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-
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-
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-
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Jump up
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H
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75[25]
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100[50]
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40[20]
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-
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8
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6
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-
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-
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-
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Pursuit property, [] refers to active frames 3~6
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Jump up
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H
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100
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200
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60
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-
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12
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4
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-
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-
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-
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[Air hit] Limited juggle, pursuit property
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Jump up
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H
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40
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50
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20
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-
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4
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8
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-
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-
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-
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Jump up
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H
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75
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100
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40
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-
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7
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5
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-
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-
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-
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Jump up
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H
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100
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200
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60
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-
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10
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4
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-
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-
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-
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Jump forward
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H
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45
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50
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20
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-
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4
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7
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-
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-
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-
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Jump forward
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H
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75
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100
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40
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-
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7
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5
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-
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-
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-
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Jump forward
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H
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95
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200
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60
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-
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7
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4
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-
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-
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-
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Jump forward
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H
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40
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50
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20
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-
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4
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7
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-
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-
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-
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Jump forward
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H
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70
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100
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40
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-
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7
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5
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-
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-
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-
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Jump forward
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H
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100
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200
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60
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-
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9
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5
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-
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-
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-
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Jump Taunt
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HL
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0
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0
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0/70[30]
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-
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14
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30
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After landing 22
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-
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-
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[] refers to on block
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Crouch Taunt
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HL
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0
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0
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0/70[30]
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-
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14
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26
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21
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-36
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-33
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[] refers to on block
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Focus Attack LVL 1
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HL
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60
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100
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20
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-
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10+11
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2
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35
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-21
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-21
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Focus Attack LVL 2
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HL
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80
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150
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40
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-
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18+11
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2
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35
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-15
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-
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Focus Attack LVL 3
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-
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140
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200
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60
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-
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65
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2
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35
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-
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-
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Forward Throw
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1.03
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120
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100
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Back Throw
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0.96
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130
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120
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Gadoken
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HL
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70
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100
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20/20
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su
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14
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8
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Total 40
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0
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+4
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15~16f cancellable
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Gadoken
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HL
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70
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100
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20/20
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su
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14
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10
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Total 41
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-1
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+3
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15~16f cancellable
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Gadoken
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HL
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70
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100
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20/20
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su
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14
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15
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Total 42
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-2
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+2
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15~16f cancellable
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Gadoken
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HL
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50*60
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50*50
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-250/0
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su
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14
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20
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Total 40
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+3
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+6
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Pursuit property, 15~16f cancellable
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Koryuken
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HL
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110[70]
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200[100]
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30/40
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su
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4
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13
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15+11
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-18
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-
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1~2f Invincible, 3~16f lower body strike and projectile invincible, 3~4f unthrowable, 5f~ airborne, [] refers to active frames 2~13
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Koryuken
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HL
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120[80]
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200[100]
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30/40
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su
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4
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13
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25+19
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-36
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-
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1~4f Invincible, 5~16f lower body strike and projectile invincible, 5f~ unthrowable, 5f~ airborne, [] refers to active frames 2~13
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Koryuken
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HL
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140[100]
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200[100]
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30/40
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su
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4
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13
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28+19
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-39
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-
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1~4f Invincible, 5~16f lower body strike and projectile invincible, 5f~ unthrowable, 5f~ airborne, [] refers to active frames 2~13
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Koryuken
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HL
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70*60
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100*100
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-250/0
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su
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4
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1*12
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31+19
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-40
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-
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1~16f Invincible, 6f~ airborne, 2nd hit pursuit property
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Dankukyaku
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HL
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90
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100
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40/30
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-
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17
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10
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After landing 11
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0
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-
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10f~ airborne, armor break
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Dankukyaku
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HL
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60*40
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100*50
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40/30*20
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-
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17
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2(6)2
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10+11
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-2
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-
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8f~ airborne, armor break, 2nd pursuit property
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Dankukyaku
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HL
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50*40*40
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100*50*50
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40/30*20*10
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-
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17
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2(6)3(6)2
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10+11
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-2
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-
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8f~ airborne, armor break, 2nd-3rd hit pursuit property
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Dankukyaku (1 hit)
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HL
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40
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100
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-250/0
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-
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8
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10
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5+9
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-3
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-
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4f~ airborne, armor break, on hit goes into 2nd and 3rd hit
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Dankukyaku (2, 3hit)
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HL
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40x2
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75*75
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-
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-
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8
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2(9)2
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8+25
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-
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-
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Pursuit property
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Dankukyaku (air)
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HL
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90
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100
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10/30
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-
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8
|
14
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After landing 17
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-
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-
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Dankukyaku (air)
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HL
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60*40
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100*100
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10/30*30
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-
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5
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1(9)2
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After landing 17
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-
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-
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2nd hit Pursuit Property
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Dankukyaku (air)
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HL
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50*50*50
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100x3
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10/30x3
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-
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5
|
1(9)1(10)2
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After landing 17
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-
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-
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2nd-3rd hit Pursuit Property
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Dankukyaku (air)
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HL
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50x3
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100*75x2
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-250/0
|
-
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5
|
1(6)1(7)1
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After landing 7
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-
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-
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2nd-3rd hit Pursuit Property
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Hisshou Buraiken
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HL
|
15x18*80
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0
|
-1000/0
|
-
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1+3
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174(22)14
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23+26
|
-42
|
-
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1~12f Invincible, Untechable limited juggle knockdown, pursuit property, (information about active frames)
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Legendary Taunt
|
-
|
-
|
-
|
-1000/0
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See notes
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1+0
|
-
|
Total 397
|
-
|
-
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232~294f airborne, Can cancel into ultra until 231f
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Ultra Combo 1
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HL
|
465
|
0
|
0/0
|
-
|
0+10
|
12
|
64
|
-55
|
-
|
1~9f Invincible, Hard knockdown, On hit goes into animation
|
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Ultra Combo 2
|
HL
|
60x5*68
|
0
|
0/0
|
-
|
0+15
|
22
|
Total 156
|
-85
|
-
|
1~8f Invincible, Untechable limited juggle knockdown
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
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