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(Added/tweaked move descriptions) |
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|advHit=10 | |advHit=10 | ||
|advBlock=7 | |advBlock=7 | ||
|description=Forces stand; cancellable into {{clr|5|f.M}}.<br>A normal with a ton of potential: incredibly plus on block, even more incredibly plus on hit. <br><code>{{clr|5|cl.M}}, {{clr|4|cr.H}}</code>On hit allows you to get a sweep without spending {{clr|6|S1.1}} cooldown. And on block its a frame trap.<br>{{clr|5|cl.M}} is primarily limited by Crow's awful walk speed preventing him from walking up and looping it. | |description=Forces stand; cancellable into {{clr|5|f.M}}.<br>A normal with a ton of potential: incredibly plus on block, even more incredibly plus on hit. <br><code>{{clr|5|cl.M}}, {{clr|4|cr.H}}</code> On hit allows you to get a sweep without spending {{clr|6|S1.1}} cooldown. And on block its a frame trap.<br>{{clr|5|cl.M}} is primarily limited by Crow's awful walk speed preventing him from walking up and looping it. | ||
}} | }} | ||
}} | }} | ||
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|advHit=6 | |advHit=6 | ||
|advBlock=2 | |advBlock=2 | ||
|description=Forces stand. This normal has weaker than average frame data for Crow. It’s combo filler. Unreliable anti-air due to being a proximity normal. | |description=Forces stand. <br>This normal has weaker than average frame data for Crow. It’s combo filler. Unreliable anti-air due to being a proximity normal. | ||
}} | }} | ||
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|advHit=4 | |advHit=4 | ||
|advBlock=2 | |advBlock=2 | ||
|description= Crow's standing jab is one of the best in the game, having the standard startup of 5 frames, it stands out as the second longest range jab in the game. This means that for Crow -6 moves are almost always in punish range. Being able to consistently convert from a -6 scenario is invaluable in some matchups, | |description= Crow's standing jab is one of the best in the game, having the standard startup of 5 frames, it stands out as the second longest range jab in the game. This means that for Crow -6 moves are almost always in punish range. Being able to consistently convert from a -6 scenario is invaluable in some matchups, though the only option to convert is {{clr|3|S2.3}}. | ||
}} | }} | ||
}} | }} | ||
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|advHit=9 | |advHit=9 | ||
|advBlock=6 | |advBlock=6 | ||
|description=Similar to {{clr|5|cl.M}}; a great move to keep up pressure and plus frames. While possessing slightly worse numbers than {{clr|5|cl.M}}, {{clr|5|cr.M}} hits low and is not gated by being a proximity normal. Great pressure normal often used to cover space that the opponent could be moving to | |description=Similar to {{clr|5|cl.M}}; a great move to keep up pressure and plus frames. While possessing slightly worse numbers than {{clr|5|cl.M}}, {{clr|5|cr.M}} hits low and is not gated by being a proximity normal. Great pressure normal often used to cover space that the opponent could be moving to.<br><code>{{clr|5|cr.M}}, {{clr|5|cr.M}} xx {{clr|3|S2.1}}</code> Thanks to a link into itself, this is Crow's most damaging low option. | ||
}} | |||
}} | }} | ||
<section end=cr.M/> | <section end=cr.M/> | ||
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|advHit=sweep | |advHit=sweep | ||
|advBlock=-5 | |advBlock=-5 | ||
|description=This is Crow's most important normal and is a very unique move. When Crow presses {{clr|4|cr.H}}, he summons a 3 hit projectile in front of him as well as the sweep hitbox. when used on a non-blocking opponent, this will act like a regular sweep and simply knock the opponent down. However on a blocking opponent (or an opponent who was out of range of the first hit) they will continue to be hit by the following projectile hitboxes. The initial sweep can also be canceled into a special, when doing this the projectile hits will still come out, causing 18 frames of block stun and this is a cornerstone of Crow’s pressure game | |description=This is Crow's most important normal and is a very unique move. When Crow presses {{clr|4|cr.H}}, he summons a 3 hit projectile in front of him as well as the sweep hitbox. when used on a non-blocking opponent, this will act like a regular sweep and simply knock the opponent down. However on a blocking opponent (or an opponent who was out of range of the first hit) they will continue to be hit by the following projectile hitboxes. The initial sweep can also be canceled into a special, when doing this the projectile hits will still come out, causing 18 frames of block stun and this is a cornerstone of Crow’s pressure game.<br><code>{{clr|4|cr.H}} xx {{clr|6|S1.1}}</code> when the first hit is cancelled to disk on block, this string is safe and lets you put a disk on screen. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Only combos into {{clr|3|jS2.1}} in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Combos to {{clr|3|jS2.1}} in juggles and on ground. Hits rising vs Vlad, letting you fuzzy with a forward jump.<br><code>{{clr|5|dj.M}} xx {{clr|3|jS2.1}}</code> has niche usage as an armour breaking jump-in. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description=Your go-to jump in normal, good range and frames, learning how to get this move as deep as possible is key to Crow's fuzzy, his strongest tool offensively. | |description=Your go-to jump in normal, good range and frames, learning how to get this move as deep as possible is key to Crow's fuzzy, his strongest tool offensively.<br>Jump back {{clr|4|dj.H}} can also let you cover a lot of space defensively. | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Similar to {{clr|2|dj.L}}: Only combos into {{clr|3|jS2.1}} in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Hits rising vs every character, allowing you to fuzzy after a j.H. This is Crow's most rewarding mixup and starter. <br>{{clr|5|nj.M}} allows Crow to have on of the scariest throw call outs in the game, any jump throw gives him full combo which Crow otherwise has difficulty finding. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description=hits up to 3 times, 2 frames apart | |description=hits up to 3 times, 2 frames apart<br>This move is huge: effective at holding ground and air-to-airing. Being the only multi-hit air normal in the game it naturallty breaks armour. It can also prove tough to block as all 3 hits hit overhead, and landing early can make the move only hit once or twice. | ||
}} | }} | ||
}} | }} | ||
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|advHit=4 | |advHit=4 | ||
|advBlock=1 | |advBlock=1 | ||
|description=Crow's standing overhead plus on block and hit, but doesn't naturally combo, without a hit from {{clr|3|S1.1}}. Crow has better tools for mixups than this, | |description=Crow's standing overhead plus on block and hit, but doesn't naturally combo, without a hit from {{clr|3|S1.1}}. Crow has better tools for mixups than this, use this very sparingly. | ||
}} | }} | ||
}} | }} | ||
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|advHit=Launch | |advHit=Launch | ||
|advBlock=-4 | |advBlock=-4 | ||
|description=Forward travelling command normal that appears to jump but hits low. Some people might fall for this move a couple of times, but throwing it in neutral is mostly just a gimmick. This is one of Crow's few accesses to a free juggle state, so its useful for maintaining juggles. This move makes Crow’s arms invincible, which means it clean hits some pokes e.g. Crow {{clr|4|f.H}} | |description=Forward travelling command normal that appears to jump but hits low. Some people might fall for this move a couple of times, but throwing it in neutral is mostly just a gimmick. This is one of Crow's few accesses to a free juggle state, so its useful for maintaining juggles. This move makes Crow’s arms invincible, which means it clean hits some pokes e.g. Crow {{clr|4|f.H}}<br>The most common use for the move outside juggles is chasing a backdash happy opponent. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= Crow's throws are flipped compared to most characters. His {{clr|0|Forward Throw}} cannot be KA cancelled, but does more damage than back throw. Mid screen, Crow gets no oki, but in the corner a {{clr|0|Forward Throw}} gives Crow a safe jump vs quick rise. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-RT | {{AttackData-RT | ||
|damage=20+30+50 | |damage=20+30+50 | ||
|stun=0+ | |stun=0+38+0 | ||
|guard=Unblk | |guard=Unblk | ||
|cancel=KnAdv | |cancel=KnAdv | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Back throw can be cancelled, but isn't worth it without {{clr|3|S2.2}}. There is a bug that makes {{clr|0|Back Throw}} do 0 stun on the second hit, which makes it far less rewarding. Back throw does give oki midscreen, as a manually timed safe jump. The bug makes this move far worse than it should be. | ||
}} | }} | ||
}} | }} | ||
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|advHit=22 | |advHit=22 | ||
|advBlock=18 | |advBlock=18 | ||
|description= | |description=Crow's only option for his first special slot. {{clr|6|S1.1}} (or disk) is a chargeable projectile that can be thrown at three angles: close, neutral, and far. An uncharged disk hits once, while a charged disk hits 3 times. Far {{clr|6|S1.1}} travels just under a fullscreen distance. When used in combos, far {{clr|6|S1.1}} is typically the disk of choice, giving the most frame advantage.<br> Close {{clr|6|S1.1}} is a great defensive tool creating a hitbox to cover space in front of you, protecting Crow from any forward advancement. This only works if you don't get knocked down or hit by super. <br> Charged disks have a special property of whiffing on crouchers on the way up, so no infinite blockstrings. | ||
}} | }} | ||
}} | }} | ||
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|advHit=sweep | |advHit=sweep | ||
|advBlock=-3 | |advBlock=-3 | ||
|description= | |description=Puncture can combo from heavys and mediums, but not lights. Its unique benefit compared to the other specials is that it is safe on block, this means fishing for a low crush with puncture is very strong.<br>Pros:<ul><li> | ||
Better midscreen damage than {{clr|3|S2.3}}</li> | |||
<li>Low crush carries in some matchups</li></ul> | |||
Cons:<ul><li> | |||
Not the best best damage, the worst in corner</li> | |||
<li>No jab conversion</li></ul> | |||
}} | }} | ||
}} | }} | ||
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|advHit=ground bounce / wall bounce | |advHit=ground bounce / wall bounce | ||
|advBlock=-15 | |advBlock=-15 | ||
|description= | |description={{clr|3|S2.2}} is a big damage powerhit that makes Crow's combos do much more damage, and especially a boon to Crow's juggles {{clr|0|OD}} and {{clr|0|Back Throw}}. <br>The drawback of {{clr|3|S2.2}} is you sacrifice combos from {{clr|5|cr.M}} and all lights.<br>Pros:<ul><li> | ||
<b>Damage</b></li></ul> | |||
Cons:<ul><li> | |||
Requires deeper combo knowledge and execution</li><li> | |||
Sacrifice common punishes</li><li> | |||
No neutral usage</li></ul> | |||
}} | }} | ||
}} | }} | ||
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|advHit=launch | |advHit=launch | ||
|advBlock=-10 | |advBlock=-10 | ||
|description= | |description={{clr|3|S2.3}} can combo from every strength normal.<br><code>{{clr|2|st.L}} xx {{clr|3|S2.3}}</code> means Crow can punish -6/-7 moves with a knockdown.<br>{{clr|3|S2.3}} cannot be KA cancelled, but you do get meterless follow ups in the corner, normally just {{clr|4|cr.H}}.<br>Pros:<ul><li> | ||
Real punish of -6/-7 moves</li><li> | |||
Opens up corner combo routes</li><li> | |||
Can always convert from pressure regardless of button used</li><li> | |||
Best Oki</li></ul> | |||
Cons:<ul><li> | |||
Lowest damage when outside the corner</li></ul> | |||
}} | }} | ||
}} | }} | ||
<section end=S2.3/> | <section end=S2.3/> | ||
===<big>{{clr|3|jS2 | ===<big>{{clr|3|jS2}}</big>=== | ||
<section begin=jS2 | <section begin=jS2/> | ||
{{MoveData | {{MoveData | ||
|name=Aerial Core Slicer | |name=Aerial Core Slicer | ||
|image=Crow jS2 | |image=Crow jS2.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 615: | Line 634: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description=can attack/block after 6 landing frames, and walk after 8 frames | |description=can attack/block after 6 landing frames, and walk after 8 frames.<br> {{clr|3|jS2}} is an excellent pressure tool, the move can be done at any point in the jump arc, and is always + on block. The move can be used to stall for a moment in the air to avoid anti-airs, as well as move forward from neutral/back jump. <br>{{clr|3|jS2}} can also be a combo starter. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Invincible during frames 1-15<br>{{clr|8|S3.1}} provides Crow with invisibility and some invincibility. It's normally more worthwhile to throw a disk than to setup {{clr|8|S3.1}} leaving the ground version has little use outside of avoiding chip death. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description=can attack/block after 2 landing frames, and walk after 4 frames | |description=can attack/block after 2 landing frames, and walk after 4 frames.<br>{{clr|8|jS3.1}} Has less invisibility range than {{clr|8|S3.1}} and provides no invincibility. However the move has the unique quality of completely halting air momentum, which can make for some tricky mixups when done above the opponent, landing either side. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Armored during frames 1-20; transitions into Riposte Forward, Riposte Back, or Neutral Jump after absorbing an attack; cooldown reduced to 5 seconds if triggered within first 5 frames. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description=other properties match forward dash | |description=invincible during frames 1-6; other properties match forward dash. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 710: | Line 729: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=invincible during frames 1-12; throw invulnerable from frames 13-19 | ||
}} | |||
{{AttackData-RT | |||
|version=Riposte Jump | |||
|damage= | |||
|stun= | |||
|guard=- | |||
|cancel=None | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|advHit= | |||
|advBlock= | |||
|description=properties match neutral jump.<hr>{{clr|8|S3.2}} is a parry, and Crow's best defensive move. Parrying certain moves and frametraps allow Crow to get a punish where he otherwise couldn't.<ul><li>{{clr|8|S3.2}} neutral jump is particularly rewarding, but the easiest to beat as rising {{clr|5|nj.M}} whiffs on crouch and the lack of invincibility will mean any second hit will catch Crow on the way up.</li><li>{{clr|8|S3.2}} back dash is far safer than neutral jump, giving Crow even more invincibility than regular backdash. This is the cloest thing Crow has to a panic button.</li><li>{{clr|8|S3.2}} foward dash also gives some invincibility, but is niche in usage. Can be used to parry projectiles and move forward.</li></ul> | |||
}} | }} | ||
}} | }} | ||
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|advHit=twist | |advHit=twist | ||
|advBlock=34 | |advBlock=34 | ||
|description= | |description=Invincible during frames 1-18.<br>Crow {{clr|0|OD}} is unique amongst the game's supers as the only safe one, being +34 means Crow gets a free mixup opportunity from the opponent blocking super. The risk free nature of {{clr|0|OD}} makes it an excellent reversal, and its frequently worth holding just to make an opponent respect it.<br>{{clr|0|OD}} is also an excellent chip tool, Crow can cover most of the screen with <code>{{clr|6|fS1.1}} xx {{clr|0|OD}}</code>, while also being able to KA out of {{clr|0|OD}} to chase down escape attempts.<br>It's also Crow's most reliable juggle starter, with large corner carry and high damage corner combos, making it a great combo ender. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Invincible during frames 1-10; throw invulnerable from frames 11-17.<br>Crow has the second longest backdash, and tied for most invincibility. Extremely strong defensive movement option. | ||
}} | }} | ||
}} | }} |
Revision as of 20:16, 23 November 2023
Normals
cl.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid | 50 | Spc/OD/KA | 5 | 2 | 8 | 15 | 5 | 3 | - |
Cancellable into Lights. |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Mid | 100 | Spc/OD/KA | 7 | 3 | 6 | 16 | 10 | 7 | - |
Forces stand; cancellable into f.M. |
cl.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | Spc/OD/KA | 8 | 4 | 13 | 25 | 6 | 2 | - |
Forces stand. |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 9 | 16 | 4 | 2 | - |
Crow's standing jab is one of the best in the game, having the standard startup of 5 frames, it stands out as the second longest range jab in the game. This means that for Crow -6 moves are almost always in punish range. Being able to consistently convert from a -6 scenario is invaluable in some matchups, though the only option to convert is S2.3. |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25+25+25 | Mid | 30+30+40 | OD/KA | 8 | 9 | 11 | 28 | 3 | 0 | - |
Hits up to 3 times, 2 frames apart. This move is very niche. It can be used occasionally to break armour or counter poke, but the long active time is prone to getting jumped. |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | None | 12 | 3 | 18 | 33 | 2 | -2 | - |
Massive poke button, often Crow's best choice to control horizontal space on the screen. Throwing f.H with disks on screen allows Crow to occupy an absurd amount of screen space. |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Low | 50 | Spc/OD/KA | 6 | 2 | 9 | 17 | 4 | 2 | - |
1 frame slower than stand jab but maintains good range and hits low, great for tick setups as well as an interrupt where f.L may whiff on crouchers. Crow possesses other great low options, and f.L is more useful in punishes, which leaves cr.L with infrequent use. |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Low | 100 | Spc/OD/KA | 8 | 2 | 8 | 18 | 9 | 6 | - |
Similar to cl.M; a great move to keep up pressure and plus frames. While possessing slightly worse numbers than cl.M, cr.M hits low and is not gated by being a proximity normal. Great pressure normal often used to cover space that the opponent could be moving to. |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Low | 150 | Spc/OD/KA | 9 | 2 (0) 6 | 17 | 34 | sweep | -5 | - |
This is Crow's most important normal and is a very unique move. When Crow presses cr.H, he summons a 3 hit projectile in front of him as well as the sweep hitbox. when used on a non-blocking opponent, this will act like a regular sweep and simply knock the opponent down. However on a blocking opponent (or an opponent who was out of range of the first hit) they will continue to be hit by the following projectile hitboxes. The initial sweep can also be canceled into a special, when doing this the projectile hits will still come out, causing 18 frames of block stun and this is a cornerstone of Crow’s pressure game. |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50 | High | 50 | Special | 5 | 12 | - | - | - | - | - |
Only combos into jS2.1 in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button. |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | Special | 6 | 9 | - | - | - | - | - |
Combos to jS2.1 in juggles and on ground. Hits rising vs Vlad, letting you fuzzy with a forward jump. |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 6 | - | - | - | - | - |
Your go-to jump in normal, good range and frames, learning how to get this move as deep as possible is key to Crow's fuzzy, his strongest tool offensively. |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50 | High | 50 | Special | 5 | 12 | - | - | - | - | - |
Similar to dj.L: Only combos into jS2.1 in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button. |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | Special | 5 | 9 | - | - | - | - | - |
Hits rising vs every character, allowing you to fuzzy after a j.H. This is Crow's most rewarding mixup and starter. |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35+35+35 | High | 65+65+70 | None | 7 | 9 | - | - | - | - | - |
hits up to 3 times, 2 frames apart |
F+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | High | 100 | OD/KA | 18 | 3 | 12 | 33 | 4 | 1 | - |
Crow's standing overhead plus on block and hit, but doesn't naturally combo, without a hit from S1.1. Crow has better tools for mixups than this, use this very sparingly. |
B+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25+25+25 | Mid | 30+30+40 | OD/KA | 7 | 7 | 13 | 27 | 3 | 0 | - |
Hits up to 3 times, 2 frames apart; cancelable on last hit only. Crow's anti-air normal, not the best hitbox, bad damage, mediocre speed, no upper body I-frames, BUT it's the best he can do. This move tends to fallout and do 25 damage or trade, but it's often better than blocking a jump-in. |
F+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Low | 150 | OD/KA | 25 | 3 | 20 | 48 | Launch | -4 | - |
Forward travelling command normal that appears to jump but hits low. Some people might fall for this move a couple of times, but throwing it in neutral is mostly just a gimmick. This is one of Crow's few accesses to a free juggle state, so its useful for maintaining juggles. This move makes Crow’s arms invincible, which means it clean hits some pokes e.g. Crow f.H |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 6 | - | - | - | - | - |
crossup air attack |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
125 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Crow's throws are flipped compared to most characters. His Forward Throw cannot be KA cancelled, but does more damage than back throw. Mid screen, Crow gets no oki, but in the corner a Forward Throw gives Crow a safe jump vs quick rise. |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20+30+50 | Unblk | 0+38+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Back throw can be cancelled, but isn't worth it without S2.2. There is a bug that makes Back Throw do 0 stun on the second hit, which makes it far less rewarding. Back throw does give oki midscreen, as a manually timed safe jump. The bug makes this move far worse than it should be. |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Devil's Halo Charge | - | - | - | None | 7 | - | - | - | - | - | - |
cancelable into Devil's Halo Quick Toss after 7 frames; disc becomes charged after 20 frames, but can be held indefinitely | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Devil's Halo Quick Toss | 75 | Mid | 100 | OD/KA | 8 | 1 | 22 | 31 | 8 | 4 | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Devil's Halo Charged Toss | 30!+30!+40! | Mid (Whiffs crouching) | 50!+50!+50! | OD/KA | 8 | 1 | 22 | 31 | 22 | 18 | - |
Crow's only option for his first special slot. S1.1 (or disk) is a chargeable projectile that can be thrown at three angles: close, neutral, and far. An uncharged disk hits once, while a charged disk hits 3 times. Far S1.1 travels just under a fullscreen distance. When used in combos, far S1.1 is typically the disk of choice, giving the most frame advantage. |
S2.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
115 | Mid | 200 | None | 16 | 4 | 20 | 40 | sweep | -3 | - |
Puncture can combo from heavys and mediums, but not lights. Its unique benefit compared to the other specials is that it is safe on block, this means fishing for a low crush with puncture is very strong.
Pros:
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S2.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50!+60! | Mid | 100!+100! | OD/KA | 19 | 2 (13) 2 | 32 | 68 | ground bounce / wall bounce | -15 | - |
S2.2 is a big damage powerhit that makes Crow's combos do much more damage, and especially a boon to Crow's juggles OD and Back Throw.
The drawback of S2.2 is you sacrifice combos from cr.M and all lights. Pros:
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S2.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | None | 12 | 2 | 27 | 41 | launch | -10 | - |
S2.3 can combo from every strength normal.
st.L xx S2.3 means Crow can punish -6/-7 moves with a knockdown.S2.3 cannot be KA cancelled, but you do get meterless follow ups in the corner, normally just cr.H. Pros:
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jS2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
90 | Mid | 100 | None | 16 | 4 | - | - | - | - | - |
can attack/block after 6 landing frames, and walk after 8 frames. |
S3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | 14 | 1 | 41 | 56 | - | - | - |
Invincible during frames 1-15 |
jS3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | 13 | 1 | - | - | - | - | - |
can attack/block after 2 landing frames, and walk after 4 frames. |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Riposte | - | - | - | None | 0 | 20 | 15 | 35 | - | - | - |
Armored during frames 1-20; transitions into Riposte Forward, Riposte Back, or Neutral Jump after absorbing an attack; cooldown reduced to 5 seconds if triggered within first 5 frames. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Riposte Forward | - | - | - | None | - | - | - | 20 | - | - | - |
invincible during frames 1-6; other properties match forward dash. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Riposte Back | - | - | - | None | - | - | - | 28 | - | - | - |
invincible during frames 1-12; throw invulnerable from frames 13-19 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Riposte Jump | - | - | - | None | - | - | - | - | - | - | - |
properties match neutral jump.
S3.2 is a parry, and Crow's best defensive move. Parrying certain moves and frametraps allow Crow to get a punish where he otherwise couldn't.
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OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20!x6 + 80! = 200! | Mid | 0 | KnAdv | 5+5+7 | 1 | 40 | 58 | twist | 34 | - |
Invincible during frames 1-18. |
Other
Forward Dash
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Forward Dash | - | - | - | None | - | - | - | 20 | - | - | - |
transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 18f in both cases | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run | - | - | - | Any | - | - | - | - | - | - | - |
cancelable into attack or jump; transitions into forward run stop | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run Stop | - | - | - | Any | - | - | - | 10 | - | - | - |
cancelable into attack or jump; all actions enabled after 10 frames |
Back Dash
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | - | - | - | 28 | - | - | - |
Invincible during frames 1-10; throw invulnerable from frames 11-17. |