JoJo's Bizarre Adventure: Heritage for the Future/Kakyoin/Movelist: Difference between revisions
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Line 14: | Line 14: | ||
|recovery=1 | |recovery=1 | ||
|hit=+8 | |hit=+8 | ||
|block | |block=+7 | ||
|pushblock=+4 | |||
|guard= | |||
|damage=3 (0) <br> Stand:1 (0) | |damage=3 (0) <br> Stand:1 (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 and niche anti-air. | ||
*Meter gain: 0 whiff +4 hit | *Meter gain: 0 whiff +4 hit | ||
}} | }} | ||
Line 33: | Line 35: | ||
|recovery=3 | |recovery=3 | ||
|hit=+9 | |hit=+9 | ||
|block | |block=+8 | ||
|pushblock=+2 | |||
|guard= | |||
|damage=4 (0) <br> Stand:2 (0) | |damage=4 (0) <br> Stand:2 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 44: | Line 48: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_5B_(Far).png | |image=Kakyoin_5B_(Far).png | ||
|caption= | |caption= | ||
|name=5B (Far) | |name=5B (Far) | ||
|data= | |data= | ||
Line 52: | Line 56: | ||
|recovery=2 | |recovery=2 | ||
|hit=+10 | |hit=+10 | ||
|block | |block=+9 | ||
|pushblock=+1 | |||
|guard= | |||
|damage=5 (0) <br> Stand:2 (0) | |damage=5 (0) <br> Stand:2 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 65: | Line 71: | ||
|image=Kakyoin_5C_(1).png | |image=Kakyoin_5C_(1).png | ||
|image2=Kakyoin_5C_(2).png | |image2=Kakyoin_5C_(2).png | ||
|caption2= | |caption2=Good in basically any scramble scenario | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
Line 73: | Line 79: | ||
|recovery=20 | |recovery=20 | ||
|hit=-4 | |hit=-4 | ||
|block | |block=-5 | ||
|pushblock=-18 | |||
|guard= | |||
|damage=8,4 (2,1) <br> Stand:16,8 (8,4) | |damage=8,4 (2,1) <br> Stand:16,8 (8,4) | ||
|cancel=SP, SU, TA, ROLL | |cancel=SP, SU, TA, ROLL | ||
Line 84: | Line 92: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_2A.png | |image=Kakyoin_2A.png | ||
|caption= | |caption=Good jab, don't overlook S.off buttons. | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
Line 92: | Line 100: | ||
|recovery=6,1 | |recovery=6,1 | ||
|hit=+4,+9* | |hit=+4,+9* | ||
|block | |block=+3,+8 | ||
|pushblock=+0,+5 | |||
|guard= | |||
|damage=3 (0) <br> Stand:1 (0) | |damage=3 (0) <br> Stand:1 (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 | ||
|description= | |description= | ||
*Kakyoin does a quick low kick. Can combo into most normals. Can be easily forgettable due to Kakyoin | *Kakyoin does a quick low kick. Can combo into most normals. Can be easily forgettable due to Kakyoin having 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 | *Meter gain: 0 whiff +4 hit | ||
Line 104: | Line 114: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_2B.png | |image=Kakyoin_2B.png | ||
|caption= | |caption=Another amazing scramble button. Low profile helps it beat other options. | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
Line 112: | Line 122: | ||
|recovery=16 | |recovery=16 | ||
|hit=-2 | |hit=-2 | ||
|block | |block=-3 | ||
|pushblock=-9 | |||
|guard= | |||
|damage=6 (1) <br> Stand:12 (6) | |damage=6 (1) <br> Stand:12 (6) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 124: | Line 136: | ||
|image=Kakyoin_2C_(1).png | |image=Kakyoin_2C_(1).png | ||
|image2=Kakyoin_2C_(2).png | |image2=Kakyoin_2C_(2).png | ||
|caption2= | |caption2= | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
Line 131: | Line 143: | ||
|active=1 (8) 1 | |active=1 (8) 1 | ||
|recovery=10 | |recovery=10 | ||
|hit=-8/HKD | |hit=-8/HKD* | ||
|block | |block=-9,+6 | ||
|pushblock=-6,-7 | |||
|guard= | |||
|damage=7,5 (2,1) <br> Stand:14,10 (7,5) | |damage=7,5 (2,1) <br> Stand:14,10 (7,5) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 138: | Line 152: | ||
|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. | ||
* *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | |||
*Meter gain: 3 whiff +4 hit (First hit only) | *Meter gain: 3 whiff +4 hit (First hit only) | ||
}} | }} | ||
Line 143: | Line 158: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_3B.png | |image=Kakyoin_3B.png | ||
|caption= | |caption=Useless move that you will only use trying to press 1b while someone crosses you up. | ||
|name=3B | |name=3B | ||
|data= | |data= | ||
Line 151: | Line 166: | ||
|recovery=13 | |recovery=13 | ||
|hit=-4 | |hit=-4 | ||
|block | |block=-5 | ||
|pushblock=-8 | |||
|guard= | |||
|damage=5 (0) <br> Stand:2 (0) | |damage=5 (0) <br> Stand:2 (0) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 162: | Line 179: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_J.A.png | |image=Kakyoin_J.A.png | ||
|caption= | |caption= | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
Line 170: | Line 187: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+10 | |hit=+10 | ||
|block | |block=+9 | ||
|pushblock=+6 | |||
|guard= | |||
|damage=7 (0) <br> Stand:3 (0) | |damage=7 (0) <br> Stand:3 (0) | ||
|cancel=SP | |cancel=SP | ||
Line 181: | Line 200: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_J.B.png | |image=Kakyoin_J.B.png | ||
|caption= | |caption= | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
Line 189: | Line 208: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+10 | |hit=+10 | ||
|block | |block=+9 | ||
|pushblock=+6 | |||
|guard= | |||
|damage=4 (0) <br> Stand:2 (0) | |damage=4 (0) <br> Stand:2 (0) | ||
|cancel=SP | |cancel=SP | ||
Line 201: | Line 222: | ||
|image=Kakyoin_J.C_(1).png | |image=Kakyoin_J.C_(1).png | ||
|image2=Kakyoin_J.C_(2).png | |image2=Kakyoin_J.C_(2).png | ||
|caption2= | |caption2= | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
Line 209: | Line 230: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=10,10 | |hit=10,10 | ||
|block | |block=+9,+9 | ||
|pushblock=+6,+6 | |||
|guard= | |||
|damage=10,10 (3,3) <br> Stand:20,20 (10,10) | |damage=10,10 (3,3) <br> Stand:20,20 (10,10) | ||
|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. Obnoxiously good at breaking stands, it does HALF of a medium stand gauge on hit. | ||
*Meter gain: 3 whiff +4 hit (First hit only) | *Meter gain: 3 whiff +4 hit (First hit only) | ||
}} | }} | ||
Line 220: | Line 243: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_Stand_Off_Grab.png | |image=Kakyoin_Stand_Off_Grab.png | ||
|caption= | |caption=Welcome to the wonderful world of Kakyoin ^_^ | ||
|name=6C/4C (Close) | |name=6C/4C (Close) | ||
|data= | |data= | ||
Line 227: | Line 250: | ||
|active=N/A | |active=N/A | ||
|recovery=WIP | |recovery=WIP | ||
|hit=HKD | |hit=HKD* | ||
|block | |block=N | ||
|pushblock=A | |||
|guard= | |||
|damage=1x8 | |damage=1x8 | ||
|cancel=SP | |cancel=SP | ||
|properties=IPS=N/A Scales=N/A Grab | |properties=IPS=N/A Scales=N/A Grab | ||
|description= | |description= | ||
*Kakyoin's Stand off Grab. Very low damage compared to other grabs, but gives a solid Hard Knockdown and Kakyoin has good tick-grab opportunities. Kakyoin is able to act fairly quickly, however you will be unable to use anything with your stand until it finishes recovering. | *Kakyoin's Stand off Grab. Very low damage compared to other grabs, but gives a solid Hard Knockdown and Kakyoin has good tick-grab opportunities. Kakyoin is able to act fairly quickly, however you will be unable to use anything with your stand until it finishes recovering. | ||
* *[https://twitter.com/Mevvtastic/status/1395567183728680965 Frame Advantage on hit] | |||
*Meter gain: 0 | *Meter gain: 0 | ||
}} | }} | ||
Line 241: | Line 267: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_5A.png | |image=Kakyoin_5A.png | ||
|caption= | |caption= | ||
|name=665A | |name=665A | ||
|data= | |data= | ||
Line 249: | Line 275: | ||
|recovery=8 | |recovery=8 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-2 | |||
|guard= | |||
|damage=3 (0) <br> Stand:1 (0) | |damage=3 (0) <br> Stand:1 (0) | ||
|cancel= | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Mid <br>Air-UB | |properties=IPS=Yes Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
Line 260: | Line 288: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_5B_(Far).png | |image=Kakyoin_5B_(Far).png | ||
|caption= | |caption=Very slippery | ||
|name=665B/665C | |name=665B/665C | ||
|data= | |data= | ||
Line 268: | Line 296: | ||
|recovery=15 | |recovery=15 | ||
|hit=-3 | |hit=-3 | ||
|block | |block=-4 | ||
|damage=4,8 (0) <br> Stand:2,4 (0) | |pushblock=-10 | ||
|cancel= | |guard= | ||
|damage=4,8* (0) <br> Stand:2,4* (0) | |||
|cancel=SP,SU,TA,ROLL | |||
|properties=IPS=Yes Scales=No Mid <br>Air-UB | |properties=IPS=Yes Scales=No Mid <br>Air-UB | ||
|description= | |description= | ||
*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 | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 280: | Line 310: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_2A.png | |image=Kakyoin_2A.png | ||
|caption= | |caption= | ||
|name=662A | |name=662A | ||
|data= | |data= | ||
Line 288: | Line 318: | ||
|recovery=6 | |recovery=6 | ||
|hit=+4 | |hit=+4 | ||
|block | |block=+3 | ||
|pushblock=+0 | |||
|guard= | |||
|damage=3 (0) <br> Stand:1 (0) | |damage=3 (0) <br> Stand:1 (0) | ||
|cancel= | |cancel=SP,SU,TA | ||
|properties=IPS=Yes Scales=Yes Low <br>Air-UB | |properties=IPS=Yes Scales=Yes Low <br>Air-UB | ||
|description= | |description= | ||
Line 299: | Line 331: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_2B.png | |image=Kakyoin_2B.png | ||
|caption= | |caption= | ||
|name=662B | |name=662B | ||
|data= | |data= | ||
Line 307: | Line 339: | ||
|recovery=13 | |recovery=13 | ||
|hit=+1 | |hit=+1 | ||
|block | |block=+0 | ||
|pushblock=-10 | |||
|guard= | |||
|damage=10 (3) <br> Stand:20 (10) | |damage=10 (3) <br> Stand:20 (10) | ||
|cancel= | |cancel=SP,SU,TA | ||
|properties=IPS=No Scales=No Low <br> Air-UB | |properties=IPS=No Scales=No Low <br> Air-UB | ||
|description= | |description= | ||
Line 319: | Line 353: | ||
|image=Kakyoin_2C_(1).png | |image=Kakyoin_2C_(1).png | ||
|image2=Kakyoin_2C_(2).png | |image2=Kakyoin_2C_(2).png | ||
|caption2= | |caption2= | ||
|name=662C | |name=662C | ||
|data= | |data= | ||
Line 326: | Line 360: | ||
|active=1 (8) 1 | |active=1 (8) 1 | ||
|recovery=14 | |recovery=14 | ||
|hit=HKD | |hit=HKD* | ||
|block | |block=+2 | ||
|pushblock=-10,-11 | |||
|guard= | |||
|damage=7,5 (2,1) <br> Stand:14,10 (7,5) | |damage=7,5 (2,1) <br> Stand:14,10 (7,5) | ||
|cancel= | |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= | ||
*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, spaced safely on pushblock, cancellable for extra protection, and leads to HKD on hit. Overally pretty decent, but like the normal version not something to become over-reliant on. 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. | ||
* *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | |||
*Meter gain: 3 whiff +4 hit (First hit only) | *Meter gain: 3 whiff +4 hit (First hit only) | ||
}} | }} | ||
Line 348: | Line 385: | ||
|recovery=1 | |recovery=1 | ||
|hit=+7 | |hit=+7 | ||
|block | |block=+6 | ||
|pushblock=+3 | |||
|guard= | |||
|damage=4 (1) <br> Stand:4 (2) | |damage=4 (1) <br> Stand:4 (2) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 368: | Line 407: | ||
|recovery=19 | |recovery=19 | ||
|hit=-10,-7 | |hit=-10,-7 | ||
|block | |block=-11,-8 | ||
|pushblock=-17,-14 | |||
|guard= | |||
|damage=10,10 (3,3) <br> Stand:20,20 (10,10) | |damage=10,10 (3,3) <br> Stand:20,20 (10,10) | ||
|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. They also both do a very nice amount of damage for a single poke. 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. | ||
*Not a 2-hit move, if the first hit lands/gets blocked, the second hitbkx doesn't come out. | |||
*Meter gain: 3 whiff +4 hit | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 381: | Line 423: | ||
|image2=Kakyoin_S.5C_(2).png | |image2=Kakyoin_S.5C_(2).png | ||
|image3=Kakyoin_S.5C_(3).png | |image3=Kakyoin_S.5C_(3).png | ||
|caption3= | |caption3= | ||
|name=S.5C | |name=S.5C | ||
|data= | |data= | ||
Line 389: | Line 431: | ||
|recovery=12 | |recovery=12 | ||
|hit=+3 | |hit=+3 | ||
|block | |block=+2,-9 | ||
|damage=5,7,12 (1,2,3) <br> Stand:10,14,12 (5,7,6) | |pushblock=-12,-11 | ||
|cancel=SP,SU,TA* | |guard= | ||
|damage=5,7,12* (1,2,3) <br> Stand:10,14,12 (5,7,6) | |||
|cancel=SP,SU,TA** | |||
|properties=IPS=No Scales=Yes Mid <br>Air-UB | |properties=IPS=No Scales=Yes Mid <br>Air-UB | ||
|description= | |description= | ||
*Tied for S.5A as your fastest S.on normal, this isn't really a button you press in scramble situations. | *Tied for S.5A as your fastest S.on normal, but this isn't really a button you press in scramble situations. It does have a lot of uses when applied smartly however, during combos as a tandem link, cancelling the first hit into net on block during pressure, or for big damage in the corner loop. If you've conditioned your opponent to stick to the ground, it can be good to keep certain characters out, but is not as reliable as Kakyoin's many many other strong normals. | ||
*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 | ||
*Funny little interaction, the second and third hit hurtboxes cause Hol Horse's J.Geil 214x to whiff | |||
*Meter gain: 3 whiff +4 hit (First hit only) | *Meter gain: 3 whiff +4 hit (First hit only) | ||
}} | }} | ||
Line 402: | Line 447: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.6A.png | |image=Kakyoin_S.6A.png | ||
|caption= | |caption=Bargain bin normal for you, but bottom tiers wish they had this. | ||
|name=S.6A | |name=S.6A | ||
|data= | |data= | ||
Line 410: | Line 455: | ||
|recovery=16 | |recovery=16 | ||
|hit=-9 | |hit=-9 | ||
|block | |block=-10 | ||
|pushblock=-13 | |||
|guard= | |||
|damage=5 (1) <br> Stand:10 (5) | |damage=5 (1) <br> Stand:10 (5) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 421: | Line 468: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.6B.png | |image=Kakyoin_S.6B.png | ||
|caption= | |caption= | ||
|name=S.6B | |name=S.6B | ||
|data= | |data= | ||
Line 429: | Line 476: | ||
|recovery=18 | |recovery=18 | ||
|hit=-5 | |hit=-5 | ||
|block | |block=-6 | ||
|pushblock=-14 | |||
|guard= | |||
|damage=11 (3) <br> Stand:22 (11) | |damage=11 (3) <br> Stand:22 (11) | ||
|cancel=S.5C | |cancel=S.5C | ||
Line 440: | Line 489: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.4C.png | |image=Kakyoin_S.4C.png | ||
|caption= | |caption= | ||
|name=S.4C | |name=S.4C | ||
|data= | |data= | ||
Line 447: | Line 496: | ||
|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
|hit=HKD/Wallbounce | |hit=HKD*/Wallbounce | ||
|block | |block=-5 | ||
|pushblock=-18 | |||
|guard= | |||
|damage=12 (3) <br> Stand:24 (12) | |damage=12 (3) <br> Stand:24 (12) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 454: | Line 505: | ||
|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. | ||
* *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | |||
*Meter gain: 3 whiff +4 hit | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 459: | Line 511: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.2A.png | |image=Kakyoin_S.2A.png | ||
|caption= | |caption= | ||
|name=S.2A | |name=S.2A | ||
|data= | |data= | ||
Line 467: | Line 519: | ||
|recovery=10 | |recovery=10 | ||
|hit=+0 | |hit=+0 | ||
|block | |block=-1 | ||
|pushblock=-4 | |||
|guard= | |||
|damage=4 (1) <br> Stand:8 (4) | |damage=4 (1) <br> Stand:8 (4) | ||
|cancel=SP,SU,TA,Chain | |cancel=SP,SU,TA,Chain | ||
Line 478: | Line 532: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.2B.png | |image=Kakyoin_S.2B.png | ||
|caption= | |caption= | ||
|name=S.2B | |name=S.2B | ||
|data= | |data= | ||
Line 486: | Line 540: | ||
|recovery=21 | |recovery=21 | ||
|hit=-7 | |hit=-7 | ||
|block | |block=-8 | ||
|pushblock=-16 | |||
|guard= | |||
|damage=8 (2) <br> Stand:16 (8) | |damage=8 (2) <br> Stand:16 (8) | ||
|cancel=SP,SU,TA,Chain | |cancel=SP,SU,TA,Chain | ||
Line 497: | Line 553: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.2C.png | |image=Kakyoin_S.2C.png | ||
|caption= | |caption= | ||
|name=S.2C | |name=S.2C | ||
|data= | |data= | ||
Line 504: | Line 560: | ||
|active=10 | |active=10 | ||
|recovery=16 | |recovery=16 | ||
|hit=HKD | |hit=HKD* | ||
|block | |block=-8 | ||
|pushblock=-21 | |||
|guard= | |||
|damage=12 (3) <br> Stand:24 (12) | |damage=12 (3) <br> Stand:24 (12) | ||
|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= | ||
*The legendary sweep. Hits from 3/4ths of the screen away, comes out way | *The legendary sweep. Hits from 3/4ths of the screen away, comes out way faster 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. | * *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | ||
* **Only cancellable before the first active frame. | |||
*Meter gain: 3 whiff +4 hit | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 518: | Line 577: | ||
|image=Kakyoin_S.8A_(1).png | |image=Kakyoin_S.8A_(1).png | ||
|image2=Kakyoin_S.8A_(2).png | |image2=Kakyoin_S.8A_(2).png | ||
|caption= | |caption=Weak | ||
|name=S.8A | |name=S.8A | ||
|data= | |data= | ||
Line 526: | Line 585: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=16 | |hit=16 | ||
|block | |block=+10 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=5 (1) <br> Stand:10 (5) | |damage=5 (1) <br> Stand:10 (5) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
Line 537: | Line 598: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.9A.png | |image=Kakyoin_S.9A.png | ||
|caption= | |caption= | ||
|name=S.9A | |name=S.9A | ||
|data= | |data= | ||
Line 545: | Line 606: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+11 | |hit=+11 | ||
|block | |block=+1 | ||
|pushblock=+3 | |||
|guard= | |||
|damage=4 (1) <br> Stand:8 (4) | |damage=4 (1) <br> Stand:8 (4) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
Line 556: | Line 619: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.J.B.png | |image=Kakyoin_S.J.B.png | ||
|caption= | |caption= | ||
|name=S.J.B | |name=S.J.B | ||
|data= | |data= | ||
Line 564: | Line 627: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+11 | |hit=+11 | ||
|block | |block=+10 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=10 (3) <br> Stand:20 (10) | |damage=10 (3) <br> Stand:20 (10) | ||
|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. Actually pretty good move to use during forward hops and sometimes neutral hops due to vertical disjoint. Best normal for Air Net juggles. | ||
*Meter gain: 3 whiff +4 hit | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 583: | Line 648: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+16 | |hit=+16 | ||
|block | |block=+10 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=13 (3) <br> Stand:26 (13) | |damage=13 (3) <br> Stand:26 (13) | ||
|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 little 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 | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 594: | Line 661: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.9C.png | |image=Kakyoin_S.9C.png | ||
|caption= | |caption= | ||
|name=S.9C | |name=S.9C | ||
|data= | |data= | ||
Line 602: | Line 669: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+11 | |hit=+11 | ||
|block | |block=+10 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=13 (3) <br> Stand:26 (13) | |damage=13 (3) <br> Stand:26 (13) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
Line 621: | Line 690: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+11 | |hit=+11 | ||
|block | |block=+1 | ||
|pushblock=+3 | |||
|guard= | |||
|damage=4 (1) <br> Stand:8 (4) | |damage=4 (1) <br> Stand:8 (4) | ||
|cancel=SP,SU | |cancel=SP,SU | ||
|properties=IPS=No Scales=Yes High | |properties=IPS=No Scales=Yes High | ||
|description= | |description= | ||
*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, and combos into S.5A which leads to tandem against standing and Stand On opponents. 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 | *Meter gain: 3 whiff +4 hit | ||
Line 633: | Line 704: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_Stand_Off_Grab.png | |image=Kakyoin_Stand_Off_Grab.png | ||
|caption= | |caption=Use this instantly to punish anyone who dares to try and lower their blockstun by pushblocking your nets. | ||
|name=S.6C/S.4C (Close) | |name=S.6C/S.4C (Close) | ||
|data= | |data= | ||
Line 640: | Line 711: | ||
|active=N/A | |active=N/A | ||
|recovery=WIP | |recovery=WIP | ||
|hit=HKD | |hit=HKD* | ||
|block | |block=N | ||
|pushblock=A | |||
|guard= | |||
|damage=1x8 | |damage=1x8 | ||
|cancel=SP | |cancel=SP | ||
Line 647: | Line 720: | ||
|description= | |description= | ||
*Kakyoin's Stand On Grab. Very low damage compared to other grabs, but gives a solid Hard Knockdown and Kakyoin has good tick-grab opportunities. Kakyoin is able to act quickly after the grab, and does not have to wait for Hierophant Green unlike Stand Off. The distance he throws them can make still make it difficult to do Net Oki meaty, but you still have much better oki game. Throwing into the corner easily gives Net Oki. | *Kakyoin's Stand On Grab. Very low damage compared to other grabs, but gives a solid Hard Knockdown and Kakyoin has good tick-grab opportunities. Kakyoin is able to act quickly after the grab, and does not have to wait for Hierophant Green unlike Stand Off. The distance he throws them can make still make it difficult to do Net Oki meaty, but you still have much better oki game. Throwing into the corner easily gives Net Oki. | ||
* *[https://twitter.com/Mevvtastic/status/1395567183728680965 Frame Advantage on hit] | |||
*Meter gain: 0 | *Meter gain: 0 | ||
}} | }} | ||
Line 654: | Line 728: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.665A.png | |image=Kakyoin_S.665A.png | ||
|caption= | |caption= | ||
|name=S. | |name=S.66A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 662: | Line 736: | ||
|recovery=4 | |recovery=4 | ||
|hit=+4 | |hit=+4 | ||
|block | |block=+3 | ||
|pushblock=+0 | |||
|guard= | |||
|damage=4 (1) <br> Stand:4 (2) | |damage=4 (1) <br> Stand:4 (2) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 674: | Line 750: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.66B.png | |image=Kakyoin_S.66B.png | ||
|caption= | |caption= | ||
|name=S.66B | |name=S.66B | ||
|data= | |data= | ||
Line 682: | Line 758: | ||
|recovery=18 | |recovery=18 | ||
|hit=-5 | |hit=-5 | ||
|block | |block=-6 | ||
|pushblock=-14 | |||
|guard= | |||
|damage=11 (3) <br> Stand:22 (11) | |damage=11 (3) <br> Stand:22 (11) | ||
|cancel=None | |cancel=None | ||
Line 694: | Line 772: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.4C.png | |image=Kakyoin_S.4C.png | ||
|caption= | |caption=You fucked up your IAD, didn't you? | ||
|name=S. | |name=S.66C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 701: | Line 779: | ||
|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
|hit=HKD/Wallbounce | |hit=HKD*/Wallbounce | ||
|block | |block=-5 | ||
|pushblock=-18 | |||
|guard= | |||
|damage=12 (3) <br> Stand:24 (12) | |damage=12 (3) <br> Stand:24 (12) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 709: | Line 789: | ||
*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 | ||
* *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | |||
*Meter gain: 3 whiff +4 hit | *Meter gain: 3 whiff +4 hit | ||
}} | }} | ||
Line 722: | Line 803: | ||
|recovery=10 | |recovery=10 | ||
|hit=+0 | |hit=+0 | ||
|block | |block=-1 | ||
|pushblock=-4 | |||
|guard= | |||
|damage=4 (1) <br> Stand:8 (4) | |damage=4 (1) <br> Stand:8 (4) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 733: | Line 816: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.662B.png | |image=Kakyoin_S.662B.png | ||
|caption= | |caption= | ||
|name=S.662B | |name=S.662B | ||
|data= | |data= | ||
Line 741: | Line 824: | ||
|recovery=21 | |recovery=21 | ||
|hit=-7 | |hit=-7 | ||
|block | |block=-8 | ||
|pushblock=-16 | |||
|guard= | |||
|damage=8 (2) <br> Stand:16 (8) | |damage=8 (2) <br> Stand:16 (8) | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
Line 752: | Line 837: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.662C.png | |image=Kakyoin_S.662C.png | ||
|caption=There is not a single fucking pixel of this | |caption=There is not a single fucking pixel of this ground where you are safe | ||
|name=S.662C | |name=S.662C | ||
|data= | |data= | ||
Line 759: | Line 844: | ||
|active=10 | |active=10 | ||
|recovery=16 | |recovery=16 | ||
|hit=HKD | |hit=HKD* | ||
|block | |block=-8 | ||
|pushblock=-21 | |||
|guard= | |||
|damage=12 (3) <br> Stand:24 (12) | |damage=12 (3) <br> Stand:24 (12) | ||
|cancel=None | |cancel=None | ||
Line 766: | Line 853: | ||
|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. | ||
* *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | |||
*Meter gain: 3 whiff +4 hit | |||
}} | |||
}} | |||
===Chain Normals=== | |||
{{MoveData | |||
|image=Kakyoin_S.5A_Chain.png | |||
|caption= | |||
|name=S.5A (Chain) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=3 | |||
|active=3 | |||
|recovery=13 | |||
|hit=-3 | |||
|block=-4 | |||
|pushblock=-7 | |||
|guard= | |||
|damage=2 | |||
|cancel=Chain | |||
|properties=IPS=No Scaling=No Mid <br> Air-UB | |||
|description= | |||
*Bland chain filler. You technically use this move while building meter at fullscreen. Doesn't do anything else special. | |||
*Meter gain: 3 whiff +4 hit | |||
}} | |||
}} | |||
{{MoveData | |||
|image=Kakyoin_S.5B_Chain(1).png | |||
|image2=Kakyoin_S.5B_Chain(2).png | |||
|caption= | |||
|name=S.5B (Chain) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=5 | |||
|active=2,(3),8 | |||
|recovery=16 | |||
|hit=-13,-8 | |||
|block=-14,-9 | |||
|pushblock=-20,-15 | |||
|guard= | |||
|damage=5,5 | |||
|cancel=SP,SU,TA,Chain | |||
|properties=IPS=No Scaling=No Mid <br> Air-UB | |||
|description= | |||
*Could be useful in the Alessi matchup, second hitbox is fairly active and large. Otherwise another bland chain normal that is much worse at the jobs normal S.5B has. | |||
*Meter gain: 3 whiff +4 hit | |||
}} | |||
}} | |||
{{MoveData | |||
|image=Kakyoin_S.5C_Chain(1).png | |||
|image2=Kakyoin_S.5C_Chain(2).png | |||
|image3=Kakyoin_S.5C_Chain(3).png | |||
|caption= | |||
|name=S.5C (Chain) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=3 | |||
|active=2,(7),1,(8)4 | |||
|recovery=12 | |||
|hit=+3 | |||
|block=+2 | |||
|pushblock=-10 | |||
|guard= | |||
|damage=5,7,12 | |||
|cancel=SP,SU,TA* | |||
|properties=IPS=No Scaling=No Mid <br> Air-UB | |||
|description= | |||
*Used in combos and tandems. Third hit whiffs against most characters, only two hits in tandem. | |||
*Also comes out when you chain S.5A 3 times. | |||
*Meter gain: 3 whiff +4 hit | |||
* *Only first and second hits. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=Kakyoin_S.6B_Chain.png | |||
|caption= | |||
|name=S.6B (Chain) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=12 | |||
|active=8 | |||
|recovery=16 | |||
|hit=-8 | |||
|block=-9 | |||
|pushblock=-17 | |||
|guard= | |||
|damage=6 | |||
|cancel=Chain | |||
|properties=IPS=No Scaling=No Mid <br> Air-UB | |||
|description= | |||
*A lot more disjointed, and hits lower, however you can ONLY chain into this normal from the slow S.6A, removing any use this has as a poke over its normal counterpart. Crucially, this move comes out when doing 6ABC in tandem, allowing you to hit shorter opponents than you otherwise would. | |||
*Meter gain: 3 whiff +4 hit | |||
}} | |||
}} | |||
{{MoveData | |||
|image=Kakyoin_S.2B_Chain.png | |||
|caption= | |||
|name=S.2B (Chain) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=9 | |||
|active=2 | |||
|recovery=24 | |||
|hit=-10 | |||
|block=-14 | |||
|pushblock=-17 | |||
|guard= | |||
|damage=8 | |||
|cancel=SP,SU,TA,Chain | |||
|properties=IPS=No Scaling=No Low <br> Air-UB | |||
|description= | |||
*Barely doesn't hit as high or as far. Chain filler. | |||
*Meter gain: 3 whiff +4 hit | *Meter gain: 3 whiff +4 hit | ||
}} | |||
}} | |||
{{MoveData | |||
|image=Kakyoin_S.2C_Chain.png | |||
|caption= | |||
|name=S.2C (Chain) | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=14 | |||
|active=8 | |||
|recovery=18 | |||
|hit=HKD* | |||
|block=-24 | |||
|pushblock=-21 | |||
|guard= | |||
|damage=12 | |||
|cancel=SP,SU,TA** | |||
|properties=IPS=No Scaling=Yes Low <br> Air-UB | |||
|description= | |||
*The legendary sweep, but it got up on the wrong side of the bed this morning. It has a slightly better disjoint which is nice, but it's slightly less active, whiffs in one of the most important scenarios in the game, and is a whole lot worse on hit and block | |||
*WHIFFS ON STANDING PETSHOP | |||
*Meter gain: 3 whiff +4 hit | |||
* *[https://twitter.com/Mevvtastic/status/1395567052765777921 Frame Advantage on hit] | |||
* **Only cancellable before the first active frame. | |||
}} | }} | ||
}} | }} | ||
Line 782: | Line 1,006: | ||
|recovery=WIP | |recovery=WIP | ||
|hit=+26 +43* <br> +17 +34** | |hit=+26 +43* <br> +17 +34** | ||
|block | |block=+25 +42/variable* <br> +16 +33 | ||
|pushblock=variable** | |||
|guard= | |||
|damage=2x4 (0) <br> Stand:0 (0) | |damage=2x4 (0) <br> Stand:0 (0) | ||
|cancel=None | |cancel=None | ||
Line 799: | Line 1,025: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=21/15***** | ||
|active= | |active=3 | ||
|recovery= | |recovery=See Below**** | ||
|hit=+83 (+74*) <br> !SC+67 (!SC+59)** | |hit=+83 (+74*) <br> !SC+67 (!SC+59)** | ||
|block | |block=+35/+29 <br> (+26 | ||
|pushblock=+20*) | |||
|guard= | |||
|damage=2 (1) <br> Stand:!SC (2) | |damage=2 (1) <br> Stand:!SC (2) | ||
|cancel=None | |cancel=None | ||
Line 809: | Line 1,037: | ||
|description= | |description= | ||
*Kakyoin places an invisible net on the stage. Depending on the button pressed, nets will be positioned slightly differently, with the A version placing it slightly in front of Kakyoin, B version directly at his position, and the C version right behind him. After laying down a Net, hold down the button to keep the Net active, then release it to attack the opponent while they're in its range. You can have up to 3 nets active at the same time. | *Kakyoin places an invisible net on the stage. Depending on the button pressed, nets will be positioned slightly differently, with the A version placing it slightly in front of Kakyoin, B version directly at his position, and the C version right behind him. After laying down a Net, hold down the button to keep the Net active, then release it to attack the opponent while they're in its range. You can have up to 3 nets active at the same time. | ||
*This is the single best move in the entire game. Net is an extremely useful special move that's both a great defensive and offensive tool. Once an opponent is hit by the Net, they will be stunned for | *This is the single best move in the entire game. Net is an extremely useful special move that's both a great defensive and offensive tool. Once an opponent is hit by the Net, they will be stunned for over a second. Note that Kakyoin's nets will also always force a Stand Crash. All Nets will disappear if either opponent lands or techs a grab, and automatically activate after Tandem attack activation. Nets can be cut down by opponent's Stand type attacks. However, as soon as you release the button, the hurtbox disappears. After successfully hitting a Net, they cannot be used again for a brief period of time. If the net is broken or simply misses, then the cooldown is MUCH shorter. Nets will disappear if they have been on the field for 29 seconds (lol.) | ||
* *Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery. | * *Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery. | ||
* **Surprisingly enough, Nets have significantly less hitstun when standcrashing, despite the opposite normally being the case. | * **Surprisingly enough, Nets have significantly less hitstun when standcrashing, despite the opposite normally being the case. | ||
* ***The net hitbox acts as a projectile and will trade with other projectiles but not normal hitboxes, while the net hurtbox is completely immune to projectiles | * ***The net hitbox acts as a projectile and will trade with other projectiles but not normal hitboxes, while the net hurtbox is completely immune to projectiles and must be cut by physical moves with the "stand" property. | ||
* ****Kakyoin takes 8 frames after input to act, 17 frames if he does the point animation. It takes 68 frames after the last active frame for the net to fully disappear and become usable again on whiff. It takes 145 frames after it hits for a net to fully disappear and become usable again on hit. | |||
* *****It takes 15 frames for an already placed net to become active. | |||
*Meter gain: 0 whiff/ 4 hit | *Meter gain: 0 whiff/ 4 hit | ||
}} | }} | ||
Line 823: | Line 1,053: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=18 | ||
|active= | |active=17 | ||
|recovery= | |recovery=See Below*** | ||
|hit=Untechable Launch | |hit=Untechable Launch | ||
|block | |block=+25 +42*/+11 +42* <br> +23 +39 | ||
|pushblock=+2 +33** | |||
|guard= | |||
|damage=1x8 (2) <br> Stand:Disable (8) | |damage=1x8 (2) <br> Stand:Disable (8) | ||
|cancel=None | |cancel=None | ||
Line 833: | Line 1,065: | ||
|description= | |description= | ||
*Kakyoin can hit the opponent while they are tangled, and can follow up with oki or a super after the launch, however you must stretch the screen to avoid a wallbounce. If the button is held, Kakyoin can move around before the button is released and the attack is launched. Highly punishable by supers or projectiles if held or if it whiffs, and it has its own lingering hurtbox and Kakyoin himself cannot block while it is out. The opponent can also wiggle themselves out of the entanglement if Kakyoin does not immediately start hitting the opponent by pressing left and right fast enough. | *Kakyoin can hit the opponent while they are tangled, and can follow up with oki or a super after the launch, however you must stretch the screen to avoid a wallbounce. If the button is held, Kakyoin can move around before the button is released and the attack is launched. Highly punishable by supers or projectiles if held or if it whiffs, and it has its own lingering hurtbox and Kakyoin himself cannot block while it is out. The opponent can also wiggle themselves out of the entanglement if Kakyoin does not immediately start hitting the opponent by pressing left and right fast enough. | ||
*Overall a pretty mediocre move, the complex input makes using it in Nkak-style combos asinine, and it has a lot of drawbacks and catches to be consistently useful. Even its use as a combo ender can be done better by S.4C. | *Overall a pretty mediocre move, the complex input makes using it in Nkak-style combos asinine, and it has a lot of drawbacks and catches to be consistently useful. Even its use as a combo ender can be done better by 2C and S.4C. | ||
* *Frame data is variable, based on distance. Minimum and maximum distance calculated. | * *Frame data is variable, based on distance. Minimum and maximum distance calculated. | ||
* **Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery. | * **Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery. | ||
* ***Kakyoin takes 8 frames after input to act, 17 frames if he does the point animation. Hierophant green takes 37 frames to recover once the active frames end. | |||
*Meter gain: 0 | *Meter gain: 0 | ||
}} | }} | ||
Line 845: | Line 1,078: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=N/A* | ||
|active=N/A | |active=N/A | ||
|recovery= | |recovery=45 | ||
|hit=N/A | |hit=N/A | ||
|block | |block=N | ||
|pushblock=A | |||
|guard= | |||
|damage=N/A | |damage=N/A | ||
|cancel=None* | |cancel=None** | ||
|properties=IPS=N/A Scaling=N/A | |properties=IPS=N/A Scaling=N/A | ||
|description= | |description= | ||
*Puts Kakyoin in remote mode. In Remote Mode, you control Hierophant Green directly. Your walk speed is increased, you gain a triple jump, and you take less stand gauge damage on hit but more on block. If Kakyoin is hit, he will take massively increased damage and stand gauge damage, however Hierophant Green will be put in little to not hitstun, even if swept to the floor, allowing for instant retaliation. | *Puts Kakyoin in remote mode. In Remote Mode, you control Hierophant Green directly. Your walk speed is increased, you gain a triple jump, and you take less stand gauge damage on hit but more on block. If Kakyoin is hit, he will take massively increased damage and stand gauge damage, however Hierophant Green will be put in little to not hitstun, even if swept to the floor, allowing for instant retaliation. | ||
*If Kakyoin is grabbed or | *If Kakyoin is grabbed or a grab tech occurs at all, remote mode is disabled immediately. Hierophant Green cannot be grabbed. | ||
* *During activation, Hierophant Green cannot be hit (but Kakyoin can!). During these frames, before the animation is finished, you can act and perform normals, specials, and grabs. But not supers or tandems. | * *Kakyoin enters remote mode on the very first frame after inputting 236S. | ||
* **During activation, Hierophant Green cannot be hit (but Kakyoin can!). During these frames, before the animation is finished, you can act and perform normals, specials, and grabs. But not supers or tandems. | |||
}} | }} | ||
}} | }} | ||
Line 871: | Line 1,107: | ||
|recovery=24 | |recovery=24 | ||
|hit=-9 +16* | |hit=-9 +16* | ||
|block | |block=-10 +15* | ||
|pushblock=variable | |||
|guard= | |||
|damage=16** (3) <br> Stand:6 (3) | |damage=16** (3) <br> Stand:6 (3) | ||
|cancel=S.463214X | |cancel=S.463214X | ||
|properties=IPS=No Scaling=No Mid Projectile <br> Air-OK | |properties=IPS=No Scaling=No Mid Projectile <br> Air-OK | ||
|description= | |description= | ||
*Unlike the Stand Off variant, this move is a good harassment tool for basic zoning game since it travels fast and goes fullscreen. Just note that when spammed it becomes quite predictable. A low to the ground air version can help cover certain character's approaches better, or catch players off guard attempting to go over your projectiles. Since it has 8 projectiles, this move can beat a lot of other zoning tools in the game, however it is not completely unstoppable. Hoingo's S bullet has 10 hits, so it won't stop it. Petshop's 5S has only a third of the startup and goes under Emerald Splash. Hol Horse's C bullet can also go under. They key to beating these options is being pre-emptive, throwing out your projectile first and shutting them down from using theirs. | *Unlike the Stand Off variant, this move is a good harassment tool for basic zoning game since it travels fast and goes fullscreen. Just note that when spammed it becomes quite predictable. A low to the ground air version can help cover certain character's approaches better, or catch players off guard attempting to go over your projectiles. Since it has 8 projectiles, this move can beat a lot of other zoning tools in the game, however it is not completely unstoppable. Hoingo's S bullet has 10 hits, so it won't stop it. Petshop's 5S has only a third of the startup and goes under Emerald Splash. Hol Horse's C bullet can also go under. They key to beating these options is being pre-emptive, throwing out your projectile first and shutting them down from using theirs, or conditioning the opponent to not use these options. | ||
* *Frame data is variable, based on distance. Minimum and maximum distance calculated. | * *Frame data is variable, based on distance. Minimum and maximum distance calculated. | ||
* **Each individual emerald does either 2 or 4 damage, adding up to 16 at max health every time. | * **Each individual emerald does either 2 or 4 damage, adding up to 16 at max health every time. | ||
Line 888: | Line 1,126: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=21/15**** | ||
|active= | |active=3 | ||
|recovery= | |recovery=See below*** | ||
|hit=+79 !SC+63* | |hit=+79 !SC+63* | ||
|block | |block=+31 | ||
|pushblock=+25 | |||
|guard= | |||
|damage=2 (1) <br> Stand:!SC (2) | |damage=2 (1) <br> Stand:!SC (2) | ||
|cancel=None | |cancel=None | ||
Line 901: | Line 1,141: | ||
*Placing a net after an airdash attack allows you to jump or airdash again, leading to even trickier air movement than before. | *Placing a net after an airdash attack allows you to jump or airdash again, leading to even trickier air movement than before. | ||
* *Surprisingly enough, Nets have significantly less hitstun when standcrashing, despite the opposite normally being the case. | * *Surprisingly enough, Nets have significantly less hitstun when standcrashing, despite the opposite normally being the case. | ||
* **The net hitbox acts as a projectile and will trade with other projectiles but not normal hitboxes, while the net hurtbox is completely immune to projectiles | * **The net hitbox acts as a projectile and will trade with other projectiles but not normal hitboxes, while the net hurtbox is completely immune to projectiles and must be cut by physical moves with the "stand" property. | ||
* ***Recovery for Kakyoin after placing is 13 frames, he can move and block before the net hitbox activates. It takes 68 frames after the last active frame for the net to fully disappear and become usable again on whiff. It takes 145 frames after it hits for a net to fully disappear and become usable again on hit. | |||
* ****It takes 15 frames for an already placed net to become active. | |||
*Meter gain: 0 whiff/ 4 hit | *Meter gain: 0 whiff/ 4 hit | ||
}} | }} | ||
Line 916: | Line 1,158: | ||
|recovery=29 | |recovery=29 | ||
|hit=Untechable Launch | |hit=Untechable Launch | ||
|block | |block=-22 -6* | ||
|pushblock=-43 -12* | |||
|guard= | |||
|damage=2x4+1xN** (2) <br> Stand:Disable (8) | |damage=2x4+1xN** (2) <br> Stand:Disable (8) | ||
|cancel=None | |cancel=None | ||
Line 933: | Line 1,177: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=N/A* | ||
|active=N/A | |active=N/A | ||
|recovery= | |recovery=15 | ||
|hit=N/A | |hit=N/A | ||
|block | |block=N | ||
|pushblock=A | |||
|guard= | |||
|damage=N/A | |damage=N/A | ||
|cancel= | |cancel=SP,SU | ||
|properties=IPS=N/A Scaling=N/A | |properties=IPS=N/A Scaling=N/A | ||
|description= | |description= | ||
*Puts Kakyoin in remote mode. In Remote Mode, you control Hierophant Green directly. Your walk speed is increased, you gain a triple jump, and you take less stand gauge damage on hit but more on block. If Kakyoin is hit, he will take massively increased damage and stand gauge damage, however Hierophant Green will be put in little to not hitstun, even if swept to the floor, allowing for instant retaliation. | *Puts Kakyoin in remote mode. In Remote Mode, you control Hierophant Green directly. Your walk speed is increased, you gain a triple jump, and you take less stand gauge damage on hit but more on block. If Kakyoin is hit, he will take massively increased damage and stand gauge damage, however Hierophant Green will be put in little to not hitstun, even if swept to the floor, allowing for instant retaliation. | ||
*If Kakyoin is grabbed or techs a grab, remote mode is disabled immediately. Hierophant Green cannot be grabbed. | *If Kakyoin is grabbed or techs a grab, remote mode is disabled immediately. Hierophant Green cannot be grabbed. | ||
*The generally safer way to enter remote mode. Use this after a grab or sweep to safely get it on the field | *The generally safer way to enter remote mode. Use this after a grab or sweep to safely get it on the field. | ||
* *Kakyoin enters remote mode the very first frame after pressing S.6AA | |||
}} | }} | ||
}} | }} | ||
Line 961: | Line 1,208: | ||
|recovery=WIP | |recovery=WIP | ||
|hit=+10* <br> +80 +95** <br> +43 +57*** | |hit=+10* <br> +80 +95** <br> +43 +57*** | ||
|block | |block=+9/+9* <br> +99 +108**/variable <br> +60 +64*** | ||
|pushblock=variable | |||
|guard= | |||
|damage=0, 49**** (27) <br> Stand:0,0 (0,0) | |damage=0, 49**** (27) <br> Stand:0,0 (0,0) | ||
|cancel=None | |cancel=None | ||
Line 990: | Line 1,239: | ||
|recovery=WIP | |recovery=WIP | ||
|hit=Inconsistent | |hit=Inconsistent | ||
|block | |block=Inconsistent | ||
|pushblock=Inconsistent | |||
|guard= | |||
|damage=Inconsistent <br> Stand:!SC (1 per hit) | |damage=Inconsistent <br> Stand:!SC (1 per hit) | ||
|cancel=None | |cancel=None | ||
Line 1,013: | Line 1,264: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=2 | ||
|active= | |active=2,Until hits/goes offscreen | ||
|recovery=WIP | |recovery=WIP | ||
|hit=+?* <br> -2 +7** | |hit=+?* <br> -2 +7** | ||
|block | |block= | ||
|pushblock= | |||
|guard=+?* +7 +18** | |||
|damage=0, 49*** (27) <br> Stand:0,0 (0,0) | |damage=0, 49*** (27) <br> Stand:0,0 (0,0) | ||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scaling=No Mid Projectile | |properties=IPS=No Scaling=No Mid <br> Projectile <br> Air-OK | ||
|description= | |description= | ||
*Technically it is the same move as the Stand Off version, only differences being that Kakyoin cannot move on his own after performing this Super, it can be performed midair, and the spread can be tightened (hold 6) or expanded (hold 4) Expanding the spread will often make the super do much less damage or even drop, but it can hit opponents outside of the normal vertical range. Tightening the spread can help bag more damage in air net combos, if your positioning is off. Just make sure you're accurate. | *Technically it is the same move as the Stand Off version, only differences being that Kakyoin cannot move on his own after performing this Super, it can be performed midair, and the spread can be tightened (hold 6) or expanded (hold 4) Expanding the spread will often make the super do much less damage or even drop, but it can hit opponents outside of the normal vertical range. Tightening the spread can help bag more damage in air net combos, if your positioning is off. Just make sure you're accurate. | ||
Line 1,029: | Line 1,282: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.214AA.png | |image=Kakyoin_S.214AA.png | ||
|caption= | |caption=[https://streamable.com/1bg6m0 Who's been drawin' dicks?] | ||
|name=S.214AA (India's Arm) | |name=S.214AA (India's Arm) | ||
|data= | |data= | ||
Line 1,037: | Line 1,290: | ||
|recovery=WIP | |recovery=WIP | ||
|hit=Inconsistent | |hit=Inconsistent | ||
|block | |block=Inconsistent | ||
|pushblock=Inconsistent | |||
|guard= | |||
|damage=Inconsistent <br> Stand:!SC (1 per hit) | |damage=Inconsistent <br> Stand:!SC (1 per hit) | ||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scaling=No Mid Projectile | |properties=IPS=No Scaling=No Mid Projectile | ||
|description= | |description= | ||
*Stand On India's Arm, unlike Stand Off, has some MINOR use since you can control the pattern. The tentacle is fully controllable by the players movement inputs. With the right pattern you can do the most damage of any super in the game, and it can sometimes frame trap people, but if you're not careful it can be rolled past and you're completely vulnerable until the tentacle returns to you. While the move is activated Kakyoin will stay in place until the move has finished. | *Stand On India's Arm, unlike Stand Off, has some MINOR use since you can control the pattern. The tentacle is fully controllable by the players movement inputs. With the right pattern you can do the most damage of any super in the game, and it can sometimes frame trap people, but if you're not careful it can be rolled past and you're completely vulnerable until the tentacle returns to you. The best use for this scenario is as a very ballsy anti-air. If your opponent has committed to a jump arc, the move can catch them and deal a LOT of damage with the right pattern. While the move is activated Kakyoin will stay in place until the move has finished. | ||
}} | }} | ||
}} | }} | ||
Line 1,055: | Line 1,310: | ||
|recovery=WIP | |recovery=WIP | ||
|hit=Inconsistent | |hit=Inconsistent | ||
|block | |block=+1 | ||
|pushblock=-15 | |||
|guard= | |||
|damage=Inconsistent (1) <br> Stand:Disable (0) | |damage=Inconsistent (1) <br> Stand:Disable (0) | ||
|cancel=None | |cancel=None | ||
Line 1,065: | Line 1,322: | ||
{{MoveData | {{MoveData | ||
|image=Kakyoin_S.A_A_6_B_C.png | |image=Kakyoin_S.A_A_6_B_C.png | ||
|caption= | |caption= | ||
|name=S.A A 6 B C (Punishment Time) | |name=S.A A 6 B C (Punishment Time) | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=1 | ||
|active=39 | |active=39 | ||
|recovery=27 | |recovery=27 | ||
|hit=HKD | |hit=HKD* | ||
|block | |block=N | ||
|pushblock=A | |||
|guard= | |||
|damage=30 <br> Stand:Disable | |damage=30 <br> Stand:Disable | ||
|cancel=None | |cancel=None | ||
Line 1,079: | Line 1,338: | ||
|description= | |description= | ||
*Hierophant launches itself forwards and moves slowly. If the move connects with the opponent, Hierophant will shrink itself and jump into the opponents head and do damage in a cutscene. This move is Kakyoins Raging Demon move. It's an unblockable command grab that does good damage upon hit. It cannot be linked into with nets or any other combo, but you can set up for it by doing an IAD and when the attack hits, doing the input of the super. Upon landing the move will connect instantly. If the move is avoided by the opponent, Hierophant will retract back to Kakyoin, leaving him vulnerable for a short while. After the move has hit, you get a shaky 50/50 mixup on the opponent. The time to meaty is incredibly tight on most characters, so be wary or go for a reversal bait after oki-ing unless you've sufficiently conditioned the opponent. | *Hierophant launches itself forwards and moves slowly. If the move connects with the opponent, Hierophant will shrink itself and jump into the opponents head and do damage in a cutscene. This move is Kakyoins Raging Demon move. It's an unblockable command grab that does good damage upon hit. It cannot be linked into with nets or any other combo, but you can set up for it by doing an IAD and when the attack hits, doing the input of the super. Upon landing the move will connect instantly. If the move is avoided by the opponent, Hierophant will retract back to Kakyoin, leaving him vulnerable for a short while. After the move has hit, you get a shaky 50/50 mixup on the opponent. The time to meaty is incredibly tight on most characters, so be wary or go for a reversal bait after oki-ing unless you've sufficiently conditioned the opponent. | ||
* [https://www.youtube.com/watch?v=Vn5LVZioxp8 Short n' sweet video that explains the super, and shows off plenty of setups to land it.] | |||
* *[https://twitter.com/Mevvtastic/status/1395567183728680965 Frame Advantage on hit] | |||
}} | }} | ||
}} | }} | ||
Line 1,089: | Line 1,350: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=5* | ||
|active= | |active=80** | ||
|recovery= | |recovery=0 | ||
|hit=N/A | |hit=N/A | ||
|block | |block=N | ||
|pushblock=A | |||
|guard= | |||
|damage=Variable | |damage=Variable | ||
|cancel=None | |cancel=None | ||
|properties=IPS=No* Scaling=N/A** | |properties=IPS=No*** Scaling=N/A**** | ||
|description= | |description= | ||
*The screen will pause, and Kakyoin will pose. During this time, any buttons you press will be used by the stand as it rushes forward after the pause. This super is very quick, has a lot of iframes, and leads to huge damage. When using a tandem in a combo as Kakyoin, there is one thing you do, input A>B>C as many times as you can. You will also hold 6 during this if the opponent is short. The average is 5, but 4 is acceptable and more is possible. Make sure to get clean reps without any missing buttons. After performing a tandem confirm you want to quickly jump or roll over to get to the other side of the opponent and keep mashing 5a to keep them close to Hierophant Green as he does his attacks (and do more damage). Be wary of your timing however, if you hit 5A on the same frame as 5C(2), it'll drop. Keep track of how many reps Hierophant Green has done, so you can time your tandem ender (See combos section). | *The screen will pause, and Kakyoin will pose. During this time, any buttons you press will be used by the stand as it rushes forward after the pause. This super is very quick, has a lot of iframes, and leads to huge damage. When using a tandem in a combo as Kakyoin, there is one thing you do, input A>B>C as many times as you can. You will also hold 6 during this if the opponent is short. The average is 5, but 4 is acceptable and more is possible. Make sure to get clean reps without any missing buttons. After performing a tandem confirm you want to quickly jump or roll over to get to the other side of the opponent and keep mashing 5a to keep them close to Hierophant Green as he does his attacks (and do more damage). Be wary of your timing however, if you hit 5A on the same frame as 5C(2), it'll drop. Keep track of how many reps Hierophant Green has done, so you can time your tandem ender (See combos section). | ||
*Tandem is an AMAZING reversal, chock full of iframes, a long screen pause, and the ability to choose what buttons you press make it a massive option select and | *Tandem is an AMAZING reversal, chock full of iframes, a long screen pause, and the ability to choose what buttons you press make it a massive option select and allows you to react to the situation and adapt. It can also be used to punish overextensions and certain moves like Kakyoin's own S.236X at closer ranges. If you know your opponent is going to miss their meaty, it can work as a great wakeup reversal, but using a reversal on wakeup is ''ALWAYS'' a risky option, remember that. | ||
*Tandem also has use as an anti-air, very good for closing out rounds or forcing the opponent to abandon their current approach and reset neutral (or even begin a tech chase). Input some S.5B's or maybe an S.5A first, and watch them helplessly get smacked out of the sky. Very good for closing rounds against jumpy opponents like Chaka. Just make sure your opponent has used, or doesn't have, a double jump. | *Tandem also has use as an anti-air, very good for closing out rounds or forcing the opponent to abandon their current approach and reset neutral (or even begin a tech chase). Input some S.5B's or maybe an S.5A first, and watch them helplessly get smacked out of the sky. Very good for closing rounds against jumpy opponents like Chaka. Just make sure your opponent has used, or doesn't have, a double jump or else they can effortlessly dodge. | ||
* *Tandem hits will reset IPS | * *Amount of frames for tandem flash to start. | ||
* **Tandem hits will apply scaling if the original hits do | * **You have 80 frames of superflash to input during. | ||
* ***Tandem hits will reset IPS. | |||
* ****Tandem hits will apply scaling if the original hits do. | |||
}} | }} | ||
}} | }} | ||
{{NavboxHFTF}} | {{NavboxHFTF}} | ||
[[Category:JoJo's Bizarre Adventure]] | [[Category:JoJo's Bizarre Adventure]] |
Latest revision as of 03:59, 28 December 2022
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) Stand:1 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+8 | +7 | +4 | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 3 | 4 (0) Stand:2 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+9 | +8 | +2 | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8,5* | 3 | 2 | 5 (0) Stand:2 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | +9 | +1 | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 (6) 2 | 20 | 8,4 (2,1) Stand:16,8 (8,4) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -5 | -18 | SP, SU, TA, ROLL | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 6,1 | 3 (0) Stand:1 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4,+9* | +3,+8 | +0,+5 | SP,SU,TA | IPS=Yes Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 | 16 | 6 (1) Stand:12 (6) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | -3 | -9 | SP,SU,TA | IPS=No Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 1 (8) 1 | 10 | 7,5 (2,1) Stand:14,10 (7,5) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8/HKD* | -9,+6 | -6,-7 | SP,SU,TA | IPS=No Scales=No Low,Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 1 | 13 | 5 (0) Stand:2 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -5 | -8 | SP,SU,TA | IPS=Yes Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 9 | Until Landing | 7 (0) Stand:3 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | +9 | +6 | SP | IPS=No Scales=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 14 | Until Landing | 4 (0) Stand:2 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | +9 | +6 | SP | IPS=Yes Scales=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 (3) 3 | Until Landing | 10,10 (3,3) Stand:20,20 (10,10) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
10,10 | +9,+9 | +6,+6 | SP | IPS=No Scales=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | N/A | WIP | 1x8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | N | A | SP | IPS=N/A Scales=N/A Grab | ||||
|
Dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 8 | 3 (0) Stand:1 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -2 | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | 15 | 4,8* (0) Stand:2,4* (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -4 | -10 | SP,SU,TA,ROLL | IPS=Yes Scales=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 | 6 | 3 (0) Stand:1 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | +3 | +0 | SP,SU,TA | IPS=Yes Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 1 | 13 | 10 (3) Stand:20 (10) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | +0 | -10 | SP,SU,TA | IPS=No Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 1 (8) 1 | 14 | 7,5 (2,1) Stand:14,10 (7,5) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | +2 | -10,-11 | SP,SU,TA | IPS=No Scales=No Low,Mid Air-UB | ||||
|
Stand On
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 5 | 1 | 4 (1) Stand:4 (2) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | +3 | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 1 (2) 4 | 19 | 10,10 (3,3) Stand:20,20 (10,10) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-10,-7 | -11,-8 | -17,-14 | 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) Stand:10,14,12 (5,7,6) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +2,-9 | -12,-11 | SP,SU,TA** | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 6 | 16 | 5 (1) Stand:10 (5) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -10 | -13 | SP,SU,TA | IPS=Yes Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | 18 | 11 (3) Stand:22 (11) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -14 | S.5C | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 8 | 15 | 12 (3) Stand:24 (12) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD*/Wallbounce | -5 | -18 | SP,SU,TA | IPS=No Scales=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 10 | 4 (1) Stand:8 (4) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+0 | -1 | -4 | SP,SU,TA,Chain | IPS=Yes Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 21 | 8 (2) Stand:16 (8) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-7 | -8 | -16 | SP,SU,TA,Chain | IPS=No Scales=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 10 | 16 | 12 (3) Stand:24 (12) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | -8 | -21 | SP,SU,TA** | IPS=No Scales=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | Until Landing | 5 (1) Stand:10 (5) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
16 | +10 | +7 | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 4 (1) Stand:8 (4) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +1 | +3 | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 10 (3) Stand:20 (10) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +10 | +7 | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 13 (3) Stand:26 (13) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+16 | +10 | +7 | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | Until Landing | 13 (3) Stand:26 (13) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +10 | +7 | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | Variable | Until Landing | 4 (1) Stand:8 (4) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +1 | +3 | SP,SU | IPS=No Scales=Yes High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | N/A | WIP | 1x8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | N | A | SP | IPS=N/A Scales=N/A Grab | ||||
|
Dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 5 | 4 | 4 (1) Stand:4 (2) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | +3 | +0 | SP,SU,TA | IPS=Yes Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | 18 | 11 (3) Stand:22 (11) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -14 | None | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 8 | 15 | 12 (3) Stand:24 (12) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD*/Wallbounce | -5 | -18 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 10 | 4 (1) Stand:8 (4) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+0 | -1 | -4 | SP,SU,TA | IPS=Yes Scaling=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 21 | 8 (2) Stand:16 (8) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-7 | -8 | -16 | SP,SU,TA | IPS=Yes Scaling=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 10 | 16 | 12 (3) Stand:24 (12) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | -8 | -21 | None | IPS=Yes Scaling=No Low Air-UB | ||||
|
Chain Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 13 | 2 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -4 | -7 | Chain | IPS=No Scaling=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2,(3),8 | 16 | 5,5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-13,-8 | -14,-9 | -20,-15 | SP,SU,TA,Chain | IPS=No Scaling=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2,(7),1,(8)4 | 12 | 5,7,12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +2 | -10 | SP,SU,TA* | IPS=No Scaling=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 8 | 16 | 6 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -9 | -17 | Chain | IPS=No Scaling=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 24 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-10 | -14 | -17 | SP,SU,TA,Chain | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 8 | 18 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | -24 | -21 | SP,SU,TA** | IPS=No Scaling=Yes Low Air-UB | ||||
|
Specials
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
WIP | WIP | WIP | 2x4 (0) Stand:0 (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+26 +43* +17 +34** |
+25 +42/variable* +16 +33 |
variable** | None | IPS=No Scaling=No Mid Projectile | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
21/15***** | 3 | See Below**** | 2 (1) Stand:!SC (2) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+83 (+74*) !SC+67 (!SC+59)** |
+35/+29 (+26 |
+20*) | None | IPS=Yes Scaling=Yes Mid Projectile*** Air-OK Can be held | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18 | 17 | See Below*** | 1x8 (2) Stand:Disable (8) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Untechable Launch | +25 +42*/+11 +42* +23 +39 |
+2 +33** | None | IPS=No Scaling=No Low Can be held | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
N/A* | N/A | 45 | N/A | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N | A | None** | IPS=N/A Scaling=N/A | ||||
|
Stand On
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18 | Until hits/goes offscreen | 24 | 16** (3) Stand:6 (3) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 +16* | -10 +15* | variable | S.463214X | IPS=No Scaling=No Mid Projectile Air-OK | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
21/15**** | 3 | See below*** | 2 (1) Stand:!SC (2) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+79 !SC+63* | +31 | +25 | None | IPS=Yes Scaling=Yes Mid Projectile** Air-OK Can be held | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 17 | 29 | 2x4+1xN** (2) Stand:Disable (8) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Untechable Launch | -22 -6* | -43 -12* | None | IPS=No Scaling=No Low Can be held | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
N/A* | N/A | 15 | N/A | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N | A | SP,SU | IPS=N/A Scaling=N/A | ||||
|
Supers
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
WIP | WIP | WIP | 0, 49**** (27) Stand:0,0 (0,0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10* +80 +95** +43 +57*** |
+9/+9* +99 +108**/variable +60 +64*** |
variable | None | IPS=No Scaling=No Mid Projectile | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
WIP | WIP | WIP | Inconsistent Stand:!SC (1 per hit) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Inconsistent | Inconsistent | Inconsistent | None | IPS=No Scaling=No Mid Projectile | ||||
|
Stand On
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 2,Until hits/goes offscreen | WIP | 0, 49*** (27) Stand:0,0 (0,0) |
+?* +7 +18** | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+?* -2 +7** |
- | - | None | IPS=No Scaling=No Mid Projectile Air-OK | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
WIP | WIP | WIP | Inconsistent Stand:!SC (1 per hit) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Inconsistent | Inconsistent | Inconsistent | None | IPS=No Scaling=No Mid Projectile | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
WIP | WIP | WIP | Inconsistent (1) Stand:Disable (0) |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Inconsistent | +1 | -15 | None | IPS=No Scaling=No Low | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
1 | 39 | 27 | 30 Stand:Disable |
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD* | N | A | None | IPS=No Scaling=No Command Grab | ||||
|
Tandem
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5* | 80** | 0 | Variable | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N | A | None | IPS=No*** Scaling=N/A**** | ||||
|