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Block
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Super Meter
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Frames
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Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
---|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
80
|
100
|
40
|
sp/su
|
5
|
2
|
10
|
+2
|
+5
|
|
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Close
|
HL
|
100
|
200
|
60
|
sp/su
|
6
|
2
|
23
|
-7
|
-2
|
Forces stand
|
|
Close
|
HL
|
30
|
50
|
20
|
-
|
4
|
2
|
6
|
+3
|
+6
|
|
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Close
|
HL
|
30*50
|
50*50
|
40*20
|
sp/su*-
|
7
|
2(4)3
|
11
|
0
|
+3
|
|
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Close
|
HL
|
110
|
200
|
60
|
su
|
8
|
2
|
21
|
-5
|
0
|
Forces stand
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
5
|
2
|
5
|
+4
|
+7
|
|
|
Far
|
HL
|
90
|
100
|
40
|
-
|
7
|
2
|
12
|
0
|
+3
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
9
|
3
|
16
|
0
|
+4
|
Frame advantage based on 2nd active frame
|
|
Far
|
HL
|
40
|
50
|
20
|
-
|
6
|
2
|
7
|
+2
|
+5
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
10
|
1
|
17
|
-4
|
-1
|
|
|
Far
|
HL
|
90
|
150
|
60
|
-
|
17
|
2
|
14
|
+2
|
-
|
1~13f lower body strike and projectile invincible, floats opponent
|
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crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
8
|
+1
|
+4
|
|
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crouch
|
HL
|
80
|
100
|
40
|
sp/su
|
7
|
3
|
10
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+1
|
+4
|
|
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crouch
|
HL
|
100
|
200
|
60
|
-
|
14
|
2
|
30
|
-14
|
-10
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|
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crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
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crouch
|
L
|
70
|
100
|
40
|
sp/su
|
6
|
1
|
16
|
-3
|
0
|
|
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crouch
|
L
|
110
|
200
|
60
|
-
|
12
|
2
|
22
|
-6
|
-
|
Hard knockdown
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Jump up
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H
|
50
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
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Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
5
|
-
|
-
|
-
|
|
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Jump up
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H
|
100
|
200
|
60
|
-
|
5
|
7
|
-
|
-
|
-
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|
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Jump up
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H
|
50
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
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Jump up
|
H
|
90
|
100
|
40
|
-
|
4
|
6
|
-
|
-
|
-
|
|
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Jump up
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H
|
110
|
200
|
60
|
-
|
6
|
4
|
-
|
-
|
-
|
|
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Jump forward
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H
|
50
|
50
|
20
|
-
|
6
|
6
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-
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-
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-
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Jump forward
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H
|
80
|
100
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40
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-
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6
|
9
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-
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-
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-
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Jump forward
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H
|
100
|
200
|
60
|
-
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7
|
5
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-
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-
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-
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|
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Jump forward
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H
|
50
|
50
|
20
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-
|
6
|
7
|
-
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-
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-
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|
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Jump forward
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H
|
80
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
|
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Jump forward
|
H
|
50*40
|
50*100
|
60*20
|
-
|
7
|
3(4)3
|
-
|
-
|
-
|
[1st air hit] floats opponent, [2nd air hit] limited juggle knockdown & pursuit property
|
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+
|
L
|
60
|
50
|
40
|
-
|
21
|
2
|
16
|
-4
|
-1
|
7~20f lower body strike and projectile invincible, 7~23f airborne
|
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+
|
H
|
50
|
50
|
40
|
-
|
21
|
2
|
12
|
0
|
+3
|
|
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+
|
HL
|
100
|
150
|
60
|
-
|
19
|
5
|
18
|
-5
|
-
|
|
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+ (air)
|
HL
|
70
|
100
|
40
|
-
|
11
|
Until ground
|
-
|
+7
|
-
|
pursuit property, guard advantage based on earliest jump
|
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Target Combo 1
|
HL
|
70
|
100
|
30
|
-
|
8
|
2
|
21
|
-5
|
-
|
|
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Focus Attack LVL 1
|
HL
|
80
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
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Focus Attack LVL 2
|
HL
|
100
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
160
|
200
|
60
|
-
|
58
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
150
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown, Opponent recovers 74F after you recover
|
|
Back Throw
|
0.90
|
130
|
160
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown, Opponent recovers 36F after you recover
|
|
Messiah Kick
|
HL
|
80
|
100
|
20/30
|
-
|
24
|
2
|
8 + After landing 20
|
-9
|
-5
|
10f~ airborne, after landing 3f~ can cancel into followup
|
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Messiah Kick
|
HL
|
80
|
100
|
20/30
|
-
|
26
|
2
|
11 + After landing 20
|
-12
|
-8
|
10f~ airborne, after landing 3f~ can cancel into followup
|
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Messiah Kick
|
HL
|
80
|
100
|
20/30
|
-
|
35
|
2
|
5 + After landing 20
|
-6
|
-2
|
10f~ airborne, after landing 3f~ can cancel into followup
|
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Messiah Kick
|
HL
|
15x4*20
|
10x4*50
|
-250/0
|
-
|
11
|
3(1)2(1)2(1)2(8)2
|
6+27
|
-14
|
-10
|
1~16f Invincible, 11f~ airborne, after landing 2~17f can cancel into followup
|
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Messiah Kick followup
|
HL
|
60
|
100
|
20/30
|
su
|
12
|
4
|
14 + After landing 21
|
-18
|
-
|
1~11f Invincible, 14f~ airborne, armor break, pursuit property
|
|
Messiah Kick followup
|
L
|
80
|
100
|
20/30
|
-
|
19
|
2
|
19
|
0
|
-
|
Hard knockdown
|
|
Messiah Kick followup
|
H
|
90
|
150
|
20/30
|
-
|
26
|
5
|
After landing 17
|
-1
|
-
|
9f~ airborne, hard knockdown
|
|
Tornado Galaxy
|
HL
|
40*50
|
50*50
|
20/10*20
|
su*-
|
10
|
8(6)2
|
20
|
-1
|
-
|
armor break, 1st hit pursuit property, projectile hitbox
|
|
Tornado Galaxy
|
HL
|
50*20*40
|
50x3
|
20/10*10*20
|
su*-*-
|
14
|
10*11(5)2
|
20
|
-1
|
-
|
armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation
|
|
Tornado Galaxy
|
HL
|
50*20*50
|
50x3
|
20/10*10*20
|
su*-*-
|
15
|
10*11(5)2
|
20
|
-1
|
-
|
armor break, 1st hit pursuit property, projectile hitbox, can move forward during rotation
|
|
Tornado Galaxy
|
HL
|
0*130
|
0*100
|
-250/0
|
su*-
|
11
|
19(3)1
|
22
|
-2
|
-
|
1st hit vacuum effect, 2nd hit pursuit property, armor break, projectile hitbox, 13~14f cancellable, 1st hit cannot hit airborne opponents and cannot be countered
|
|
Snake Strike
|
HL
|
40x5
|
40x5
|
20/16x7
|
-
|
8
|
1(3)1(3)1(4)1(3)1
|
1+17
|
+2
|
+6
|
1f~ airborne, pursuit property
|
|
Snake Strike
|
HL
|
40x7
|
40x7
|
20/16x7
|
-
|
7
|
1(3)1(2)2(3)1(3)1(3)1(3)2
|
2+17
|
0
|
+4
|
1f~ airborne, pursuit property
|
|
Snake Strike
|
HL
|
40x7
|
40x7
|
20/16x7
|
-
|
6
|
1(3)1(2)1(3)2(2)1(3)1(3)1
|
4+17
|
-1
|
+3
|
1f~ airborne, pursuit property
|
|
Snake Strike
|
HL
|
30x7
|
30x7
|
-250/0
|
-
|
7
|
1(1)2(1)1(2)2(1)1(2)1(2)1
|
15+17
|
-
|
-
|
1~10f Invincible, 1f~ airborne, pursuit property
|
|
Super Combo
|
HL
|
100*80*150
|
0
|
-1000/0
|
-
|
1+6
|
1(14)1
|
29
|
-9
|
-
|
1~5f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover
|
|
Super Combo
|
HL
|
100*80*150
|
0
|
-1000/0
|
-
|
1+13
|
2(14)1
|
29
|
-9
|
-
|
1~6f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover
|
|
Super Combo
|
HL
|
100*80*150
|
0
|
-1000/0
|
-
|
1+15
|
3(14)1
|
29
|
-9
|
-
|
1f Invincible, 1st-2nd hit forces stand, 3rd hit untechable knockdown, 2nd-3rd hit armor breaks, 3rd hit triggers on a successful 2nd hit and starts in 104f, Opponent recovers 79 frames after you recover
|
|
Ultra Combo 1
|
HL
|
30*30*38x7*134
|
0
|
0/0
|
-
|
0+9
|
3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2
|
32
|
-13
|
-
|
1~9f Invincible, Untechable limited juggle knockdown, 9th hit armor breaks, pursuit property, 9th hit triggers 10th hit, opponent recovers 88F after you fully recover
|
|
Ultra Combo 2
|
HL
|
47*373
|
0
|
0/0
|
-
|
0+11
|
88
|
87
|
-74
|
-
|
1~12f Invincible, 13~98f projectile invincible, untechable limited juggle knockdown, armor break, forward hitbox locks opponent/does 0 damage/does not lock airborne opponents/cannot be countered
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
---|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
---|