No edit summary |
|||
(16 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
== | |||
== Shadow Moves == | |||
{{MoveData | {{MoveData | ||
|image= | |image= Jago 236PPhb.png|thumb | ||
|caption= Test Caption | |caption= Test Caption | ||
|name= | |name= Shadow Laser Sword | ||
|linkname= | |linkname= 214PP | ||
|input= | |input= QCB+PP/214PP | ||
|data= | |data= | ||
{{AttackData-KI2013 | |||
|damage= 8( | |version= S | ||
|counter-hit damage= | |damage= 44.8(12%) | ||
|potential damage= | |counter-hit damage= 44.8(12%) | ||
|shadow on hit= | |potential damage= 9.6(3%) | ||
|shadow on block= | |shadow on hit= -- | ||
|shadow on block= -- | |||
|guard= Mid | |guard= Mid | ||
|startup= | |startup= 3+2(5) | ||
|active= | |active= 4[12]4[12] | ||
|recovery= | 6[10]8[9]7 | ||
|total duration= | |recovery= 13 | ||
|on hit= + | |total duration= 77f | ||
|on hit= +6 | |||
|on counter-hit= +6 | |on counter-hit= +6 | ||
|on block= +2 | |on block= +2 | ||
|special properties= | |special properties= High invul 1-5f | ||
|description= * | |description= *Shadow Laser Sword is a high damage shadow that boosts Jagos pd build in his combo game | ||
* | *Confirming into Shadow Laser Sword opener yields high damage and high unbreakable pd build which aids Jago in building ender levels and getting juicy cashouts | ||
*Shadow Laser Sword linker also does a lot of damage and PD but is breakable which can lead to poor value gained for bar spent if the opponent beats you in the breaking mindgame | |||
**Jago can circumvent this by using Shadow Laser Sword linker at the end of lockouts. If Jago fits 3 hits of Shadow Laser Sword into a lockout the opponent can't break and if he is only able to fit 2 then the shadow has to be broken on last 3 hits this makes counter breaking opponents easier since they can't fake you out on when they will break. | |||
*+2 on block. Against opponents without meter Jago can throw wind kicks and cancel into Shadow Laser Sword to be near the opponent and plus. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image= Jago 214KKhb2.png|thumb | ||
|caption= Test Caption | |caption= Test Caption | ||
|name= | |name= Shadow Wind Kick | ||
|linkname= | |linkname= 214KK | ||
|input= | |input= QCB+KK/214KK | ||
|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= | |version= S | ||
|counter-hit damage= | |damage= 33.6(9%) | ||
|potential damage= | |counter-hit damage= 45.6(12%) | ||
|shadow on hit= | |potential damage= 7.2(2%) | ||
|shadow on block= | |shadow on hit= 0 | ||
|shadow on block= 0 | |||
|guard= Mid | |guard= Mid | ||
|startup= | |startup= 3+4(7) | ||
|active= | |active= 6 | ||
|recovery= | |recovery= 28 | ||
|total duration= | |total duration= 40f | ||
|on hit= +5 | |on hit= +5 | ||
|on counter-hit= + | |on counter-hit= +5 | ||
|on block= | |on block= -1 | ||
|special properties= - | |special properties= Projectile / Low invul 1-17f | ||
|description= * | |description= *Shadow Wind Kick is a fast traveling, projectile invulnerable, low crush attack and one of Jago main tools against zoning | ||
* | **Shadow wind kick as anti zoning tool is super good and Jagos other anti-zoning tools fall off so significantly that in certain problem matchups. Jago has to consider not spending meter on damage/other shadow moves so that if the opponent slips away he can get back in | ||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|image= Jago 214PPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Shadow Endokuken | |||
|linkname= 236PP | |||
|input= QCF+PP/236PP | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= S | |||
|damage= 26.4(7%) | |||
|counter-hit damage= 26.4(7%) | |||
|potential damage= 4.8(1%) | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= Mid | |||
|startup= 5+2(7) | |||
|active= -- | |||
|recovery= 30 | |||
|total duration= 37f | |||
|on hit= +56 | |||
|on counter-hit= +56 | |||
|on block= -6 | |||
|special properties= Soft Knockdown, Heals Jago in Instinct | |||
|description= *Shadow Endokuken is a huge fireball with high projectile durability. | |||
**In Neutral, Jago uses it for zoning wars as a way to blast through the opponents fireball | |||
**In combos, its used for putting unbreakable pd on the opponent and getting Jago a knockdown. Shadow Endokuken is great | |||
*Whiffing 2HK after hitting the opponent with a shadow fireball tricks the game into causing Shadow Endokuken to become a hard knockdown | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Jago 623PPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Shadow Tiger Fury | |||
|linkname= 623PP | |||
|input= DP+PP/623PP | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= S | |||
|damage= 41.2(11%) | |||
|counter-hit damage= 57.2(15%) | |||
|potential damage= 8.4(2.5%) | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= Mid | |||
|startup= 3+0(0) | |||
|active= 3[2]1[1] | |||
1[1]1 | |||
|recovery= 46 | |||
|total duration= 59f | |||
|on hit= +17 | |||
|on counter-hit= +17 | |||
|on block= -42 | |||
|special properties= Invul 1-5f, Juggle Cashout | |||
|description=*Shadow Tiger's is a decent shadow cashout and highly situational luxury anti safe jump reversal | |||
}} | |||
}} | |||
----------------------------------------------------------------- | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
Line 115: | Line 179: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 142: | Line 207: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 283: | Line 349: | ||
|description= *Close normal used mostly as a safe damaging meaty | |description= *Close normal used mostly as a safe damaging meaty | ||
*+3 on hit, which is plus enough to combo into M awakened soul as a way to get her super scary oki from manual | *+3 on hit, which is plus enough to combo into M awakened soul as a way to get her super scary oki from manual | ||
}} | |||
}} | |||
=== Crouching Normals === | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= Crouch LP/2LP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 8(2%) | |||
|counter-hit damage= 10(2%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6 | |||
|shadow on block= 2.4 | |||
|guard= Mid | |||
|startup= 6 | |||
|active= 2 | |||
|recovery= 9 | |||
|total duration= 16f | |||
|on hit= +4 | |||
|on counter-hit= +6 | |||
|on block= +1 | |||
|special properties= Chain | |||
|description= * no | |||
* slight low profile which can be used to avoid some attacks | |||
* no | |||
* minus on counter hit | |||
* pick any other light or use specials | |||
* the chain version (4/2/9; +2/0/??) is ok but you should go into it from 5LP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= Crouch MP/2MP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 18(5%) | |||
|counter-hit damage= 22(6%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4 | |||
|shadow on block= 4 | |||
|guard= Mid | |||
|startup= 7 | |||
|active= 3 | |||
|recovery= 17 | |||
|total duration= 26f | |||
|on hit= +5 | |||
|on counter-hit= +8 | |||
|on block= +1 | |||
|special properties= -- | |||
|description= * Amazing counterpoke/poke; can empty cancel into shadow slice and tag people hard to whiff punish | |||
* can get blown up by lower body invul moves and some moves since its hitbox is not that low | |||
* Low pushback; can set up tick throws | |||
- Can manual into M DP on hit | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= test caption | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= Crouch HP/2HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 24(6%) | |||
|counter-hit damage= 28(7%) | |||
|potential damage= -- | |||
|shadow on hit= 4 | |||
|shadow on block= 4.5 | |||
|guard= Mid | |||
|startup= 13 | |||
|active= 5 | |||
|recovery= 17 | |||
|total duration= 34f | |||
|on hit= +5 | |||
|on counter-hit= +8 | |||
|on block= -3 | |||
|special properties= -- | |||
|description= * AA move | |||
* High risk counter poke;Really active but really high recovery | |||
* Confirmable into all version of Greed Sever,Rekka and spirit slice utilizing a hitstop/blockstop os | |||
* Incredibly low pushback can setup tick throws after manual 2HP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Alternate Crouching Heavy Punch | |||
|linkname= 3HP | |||
|input= Down forward HP/3HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 24(6%) | |||
|counter-hit damage= 28(7%) | |||
|potential damage= -- | |||
|shadow on hit= 4 | |||
|shadow on block= 4.5 | |||
|guard= Mid | |||
|startup= 13 | |||
|active= 5 | |||
|recovery= 17 | |||
|total duration= 34f | |||
|on hit= +5 | |||
|on counter-hit= +8 | |||
|on block= -3 | |||
|special properties= -- | |||
|description= * farther range but slightly shorter than normal 2HP | |||
* Something something filthy upbackers | |||
* covers a different angle than normal 2HP which can be important in certain MU where you have to make a choice to cover up forward or up back | |||
* otherwise the same as normal 2HP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= Crouch LK/2LK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 12(3%) | |||
|counter-hit damage= 16(4%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6 | |||
|shadow on block= 2.4 | |||
|guard= Low | |||
|startup= 6 | |||
|active= 5 | |||
|recovery= 7 | |||
|total duration= 17f | |||
|on hit= +2 | |||
|on counter-hit= +4 | |||
|on block= -2 | |||
|special properties= -- | |||
|description= * Low | |||
* Farthest reaching Light | |||
* fast total duration which is useful in a few advanced shin combos | |||
* Chainable | |||
- The chain version is +1 and has high | |||
* 2LK xx L slice is one of the first (and possibly only) tick slice setups a shin player will learn | |||
* This is Shins best light | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Gargos | |||
|caption= Test Caption | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= Crouch MK/2MK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 24(6%) | |||
|counter-hit damage= 30(8%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4 | |||
|shadow on block= 4 | |||
|guard= Low | |||
|startup= 11 | |||
|active= 2 | |||
|recovery= 24 | |||
|total duration= 36f | |||
|on hit= -1 | |||
|on counter-hit= +2 | |||
|on block= -4 | |||
|special properties= -- | |||
|description= * Low with good range and active frames | |||
* late cancelable into light slice and light rekka | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= Crouch HK/5HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 28(7%) | |||
|counter-hit damage= 32(8%) | |||
|potential damage= -- | |||
|shadow on hit= 4 | |||
|shadow on block= 4.5 | |||
|guard= Low | |||
|startup= 18 | |||
|active= 2 | |||
|recovery= 28 | |||
|total duration= 47f | |||
|on hit= +53 | |||
|on counter-hit= +53 | |||
|on block= -10 | |||
|special properties= Hard knockdown | |||
|description= | |||
* Amazing 1/3 screen low thats safe on block and has a good hitbox | |||
* Leads to Scary Spirt Orb oki on hit | |||
* Low profile hurtbox | |||
}} | |||
}} | |||
=== Air Normals === | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Jumping Light Punch | |||
|linkname= 8LP | |||
|input= Jump LP/8LP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 16(4%) | |||
|counter-hit damage= 20(5%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6 | |||
|shadow on block= 2.4 | |||
|guard= High | |||
|startup= 7 | |||
|active= 5 | |||
|recovery= 4 | |||
|total duration= 15+f | |||
|on hit= +15 | |||
|on counter-hit= +17 | |||
|on block= +8 | |||
|special properties= -- | |||
|description= * Quick,Stubby Air to air option | |||
* Reaches higher than j.MP, Shin hisako most vertical AA when in range | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Jumping Medium Punch | |||
|linkname= 8MP | |||
|input= Jump MP/8MP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 24(6%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4 | |||
|shadow on block= 4 | |||
|guard= High | |||
|startup= 7 | |||
|active= 5 | |||
|recovery= 4 | |||
|total duration= 17+f | |||
|on hit= +3 | |||
|on counter-hit= +2 | |||
|on block= -4 | |||
|special properties= Crossup | |||
|description= * Amazing Air to air option with crazy reach | |||
* dash jMP is a far range overhead that is plus, Incredible pestering tool | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Jumping Heavy Punch | |||
|linkname= 8HP | |||
|input= Jump HP/8HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 28(7%) | |||
|counter-hit damage= 32(8%) | |||
|potential damage= -- | |||
|shadow on hit= 4 | |||
|shadow on block= 4.5 | |||
|guard= Mid | |||
|startup= 22 | |||
|active= 3/17 | |||
|recovery= 4/42 | |||
|total duration= 28+f/80+f | |||
|on hit= +61/+15 | |||
|on counter-hit= +61/+15 | |||
|on block= 0/-58 | |||
|special properties= Launcher | |||
|description= * Inflicts the most hitstun or blockstun of any jump in so this is the one you want them to block | |||
* Its so plus that the opponent can interrupt dash after blocking this | |||
* Has a Crossup hitbox so you can use it instead of jHK for the extra plus frames on block | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Jumping Light Kick | |||
|linkname= 8LK | |||
|input= Jump LK/8LK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 16(4%) | |||
|counter-hit damage= 20(5%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6 | |||
|shadow on block= 2.4 | |||
|guard= High | |||
|startup= 8 | |||
|active= 8 | |||
|recovery= 4 | |||
|total duration= 19+f | |||
|on hit= +15 | |||
|on counter-hit= +17 | |||
|on block= +8 | |||
|special properties= -- | |||
|description= * Quick jump normal with a downward hit box | |||
** can be used to punish opponents for trying to AA dash on reaction; condition them to block jHP | |||
* very low blockstun | |||
** will often be minus on high connects | |||
** sets up sneaky ticks throw since on opponent expecting | |||
* can be used as a crossup | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Jumping Medium Kick | |||
|linkname= 8MK | |||
|input= Jump MK/8MK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 24(6%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4 | |||
|shadow on block= 4 | |||
|guard= High | |||
|startup= 13 | |||
|active= 7 | |||
|recovery= 4 | |||
|total duration= 23+f | |||
|on hit= +16 | |||
|on counter-hit= +19 | |||
|on block= +8 | |||
|special properties= Cross-up | |||
|description= - farthest reaching "down AND forward" jump in | |||
* Quick to hit after dash (27 frames) and not minus so probably the go to air to ground option from dash | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= Test Caption | |||
|name= Jumping Heavy Kick | |||
|linkname= 8HK | |||
|input= Jump HK/8HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 10(2%) | |||
|counter-hit damage= 14(3%) | |||
|potential damage= -- | |||
|shadow on hit= 4 | |||
|shadow on block= 4.5 | |||
|guard= Mid | |||
|startup= 21 | |||
|active= 4 | |||
|recovery= 4 | |||
|total duration= 28+f | |||
|on hit= +40 | |||
|on counter-hit= +40 | |||
|on block= -1 | |||
|special properties= Soft knockdown | |||
|description= * reaches very far down and behind Shin Hisako but not far forward | |||
* Go to crossup | |||
* highest hitstun of all of shin moves which means you can go for some of shins slower manuals on low connect jHP which shin gets a lot of due to her oki | |||
}} | }} | ||
}} | }} |
Latest revision as of 10:57, 28 November 2024
Shadow Moves
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 44.8(12%) | 44.8(12%) | 9.6(3%) | -- | -- | Mid | 3+2(5) | 4[12]4[12]
6[10]8[9]7 |
13 | 77f | +6 | +6 | +2 | High invul 1-5f |
|
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 33.6(9%) | 45.6(12%) | 7.2(2%) | 0 | 0 | Mid | 3+4(7) | 6 | 28 | 40f | +5 | +5 | -1 | Projectile / Low invul 1-17f |
|
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 26.4(7%) | 26.4(7%) | 4.8(1%) | -- | -- | Mid | 5+2(7) | -- | 30 | 37f | +56 | +56 | -6 | Soft Knockdown, Heals Jago in Instinct |
|
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 41.2(11%) | 57.2(15%) | 8.4(2.5%) | -- | -- | Mid | 3+0(0) | 3[2]1[1]
1[1]1 |
46 | 59f | +17 | +17 | -42 | Invul 1-5f, Juggle Cashout |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Mid | 14 | 5 | 21 | 39f | +15 | +33 | -1 | - |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Mid | 14 | 5 | 21 | 39f | +15 | +33 | -1 | - |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Mid | 14 | 5 | 21 | 39f | +15 | +33 | -1 | Stagger |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6 | 2.4 | Mid | 5 | 4 | 16 | 24f | 0 | +2 | -1 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 10 | 2 | 26 | 37f | -1 | +2 | -4 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | -- | -- | Mid | 10 | 2 | 26 | 37f | -1 | +2 | -4 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 14(3%) | -- | 4 | 4.5 | Mid | 20 | 3 | 12 | - | +14 | +18 | +6 | Stagger |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 32 | -- | -- | -- | Mid | 9 | 3 | 16 | - | +3 | +7 | +1 | -- |
|
Crouching Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8(2%) | 10(2%) | -- | 1.6 | 2.4 | Mid | 6 | 2 | 9 | 16f | +4 | +6 | +1 | Chain |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 7 | 3 | 17 | 26f | +5 | +8 | +1 | -- |
- Can manual into M DP on hit |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 28(7%) | -- | 4 | 4.5 | Mid | 13 | 5 | 17 | 34f | +5 | +8 | -3 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 28(7%) | -- | 4 | 4.5 | Mid | 13 | 5 | 17 | 34f | +5 | +8 | -3 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12(3%) | 16(4%) | -- | 1.6 | 2.4 | Low | 6 | 5 | 7 | 17f | +2 | +4 | -2 | -- |
- The chain version is +1 and has high
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 30(8%) | -- | 2.4 | 4 | Low | 11 | 2 | 24 | 36f | -1 | +2 | -4 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Low | 18 | 2 | 28 | 47f | +53 | +53 | -10 | Hard knockdown |
|
Air Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16(4%) | 20(5%) | -- | 1.6 | 2.4 | High | 7 | 5 | 4 | 15+f | +15 | +17 | +8 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 2.4 | 4 | High | 7 | 5 | 4 | 17+f | +3 | +2 | -4 | Crossup |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Mid | 22 | 3/17 | 4/42 | 28+f/80+f | +61/+15 | +61/+15 | 0/-58 | Launcher |
* Its so plus that the opponent can interrupt dash after blocking this
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16(4%) | 20(5%) | -- | 1.6 | 2.4 | High | 8 | 8 | 4 | 19+f | +15 | +17 | +8 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 2.4 | 4 | High | 13 | 7 | 4 | 23+f | +16 | +19 | +8 | Cross-up |
- farthest reaching "down AND forward" jump in * Quick to hit after dash (27 frames) and not minus so probably the go to air to ground option from dash |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 4 | 4.5 | Mid | 21 | 4 | 4 | 28+f | +40 | +40 | -1 | Soft knockdown |
|