(Added frame data to →Move List) |
(corrected line) |
||
Line 1,024: | Line 1,024: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=7 | |Guard Crush Value=7 | ||
|description= Follow-up grab whiffs after | |description= Follow-up grab whiffs or is blocked after guarding the first hit. The follow-up grab can be air JDed. | ||
Correct Damage = 19 | Correct Damage = 19 | ||
Line 1,074: | Line 1,074: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description= Follow-up grab whiffs after | |description= Follow-up grab whiffs or is blocked after guarding the first hit. The follow-up grab can be air JDed. | ||
Correct Damage = 19 | Correct Damage = 19 |
Revision as of 07:15, 27 January 2023
Introduction
Kevin Rian
Originally, his designer gave him knife attacks to improve his reach but this was taken out due to balancing issues.
Gameplay
TBD
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.html
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | HL | 4 | 4 | 9 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes/chainable | Yes/chainable | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | HL | 4 | 3 | 10 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | HL | 6 | 1 | 29 | 36 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | Yes | Yes | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | HL | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | No | Yes | 5 |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | HL | 3 | 3 | 10 | 16 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | HL | 9 | 4 | 17 | 30 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | HL | 11 | 4 | 28 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-11 | -11 | No | No | 10 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | HL | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | No | Yes | 5 |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | HL | 4 | 3 | 10 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes/chainable | Yes/chainable | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | L | 5 | 3 | 10 | 18 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | HL | 6 | 3 | 25 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-7 | -7 | Yes | Yes | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | L | 7 | 2 | 31 | 40 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -12 | No | No | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | H | 4 | 9 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | H | 6 | 8 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | H | 9 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 | |
Small Jump C has 9 damage. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | H | 12 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 | |
Small Jump D has 9 damage. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6,6 | L,HL | 7 | 2,《14》, 7 | 16 | 46 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | -2 | No | No | 4,4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | H | 22 | 6 | 13 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | +6 | No | No | 6 | |
Overhead. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | HL | 8 | 3 | 22 | 33 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | 0 | Yes | No | 6 | |
1~8F upper-body invincibility |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+48 | - | - | - | - | |
Normal throw. |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of 214P
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of cl.5C OR f.5C
|
T.O.P. Attack
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7,7,7 | HL | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -5 | - | - | 9 x 3 |
Special Moves
Lvl. 1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
14 | HL | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 7 | ||
No charge. (Charge can't be held past 1-9F of startup.) Impossible to just defend at 0-pixel health bar. | ||||||
Lvl. 2 | Damage | Guard | Startup | Active | Recovery | Total |
20 | HL | 15-34 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -14 | - | - | 8~10 | ||
Charge held past 9 frames of startup, between the window of 10-29F of startup (20 frame window). (How long you hold increases the startup by that amount.) Impossible to just defend at 0-pixel health bar. | ||||||
Lvl. 3 | Damage | Guard | Startup | Active | Recovery | Total |
26 | HL | 35-66 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -14 | - | - | 8~10 | ||
Charge held past 29 frames of startup, between the window of 30-61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.) Impossible to just defend at 0-pixel health bar. |
Lvl. 1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | H | 20 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 7 | ||
No charge. (Charge can't be held past 1-15F of startup.) Impossible to just defend at 0-pixel health bar. | ||||||
Lvl. 2 | Damage | Guard | Startup | Active | Recovery | Total |
19 | H | 21-40 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
Charge held past 15 frames of startup, between the window of 16-35F of startup (20 frame window). (How long you hold increases the startup by that amount.) Impossible to just defend at 0-pixel health bar. | ||||||
Lvl. 3 | Damage | Guard | Startup | Active | Recovery | Total |
23 | H | 41-72 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 10 | ||
Charge held past 35 frames of startup, between the window of 36-67F of startup (32 frame window). (How long you hold increases the startup by that amount.) Impossible to just defend at 0-pixel health bar. |
214B > A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
20 | L | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | - | - | 7 | ||
Low follow-up | ||||||
214B > B | Damage | Guard | Startup | Active | Recovery | Total |
20 | H | 17 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -10 | - | - | 7 | ||
Overhead follow up | ||||||
214B > C | Damage | Guard | Startup | Active | Recovery | Total |
0 | - | - | - | - | 7 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - | ||
Cancel |
Super Moves