Rising Thunder/Edge/Data: Difference between revisions

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Line 19: Line 19:
   |advHit=6
   |advHit=6
   |advBlock=4
   |advBlock=4
   |description=cancelable into Light attacks
   |description=Cancelable into Light attacks<br>Edge {{clr|2|cl.L}} is the one true close jab, being 5 frames, not whiffing on crouch and converting to a full combo. Edge can take advantage of this by forcing +0 blockstrings, characters with bad jabs struggle to contest at all.
   }}
   }}
}}
}}
Line 41: Line 41:
   |advHit=7
   |advHit=7
   |advBlock=4
   |advBlock=4
   |description=cancelable into close s.H
   |description=cancelable into {{clr|4|cl.H}}<br>Combo starter and pressure starter. Can be done safe meaty vs slower dps.
   }}
   }}
}}
}}
Line 63: Line 63:
   |advHit=1
   |advHit=1
   |advBlock=-3
   |advBlock=-3
   |description=
   |description=chains out of {{clr|5|cl.M}}, chains into {{clr|4|cl.TC}}
   }}
   }}
}}
}}
Line 85: Line 85:
   |advHit=6
   |advHit=6
   |advBlock=4
   |advBlock=4
   |description=cancelable into Light attacks
   |description=cancelable into Light attacks<br>Not as strong as {{clr|2|cl.L}} but it doesn't matter much. While other characters need a strong far jab to punish -7 moves, Edge has a 6 frame {{clr|5|f.M}} to do that.<br> Edge {{clr|2|f.L}} is primarily used for mashing out of pressure, or punishing Vlad's bolshoi bash.
   }}
   }}
}}
}}
Line 107: Line 107:
   |advHit=0
   |advHit=0
   |advBlock=-3
   |advBlock=-3
   |description=
   |description=Amazing poke. Fastest f.m, converts consistently, great priority and hard to punish. You'll be spamming this a lot to hold your ground
   }}
   }}
}}
}}
<section end=f.M/>
<section end=f.M/>
===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|4|f.H}}</big>===
<section begin=f.H/>
<section begin=f.H/>
Line 129: Line 130:
   |advHit=-1
   |advHit=-1
   |advBlock=-5
   |advBlock=-5
   |description=
   |description= Can be used to OS backdash after meaty normal. Chains into far H target combo. Decent poke that you can buffer OD behind.
   }}
   }}
}}
}}
Line 151: Line 152:
   |advHit=7
   |advHit=7
   |advBlock=5
   |advBlock=5
   |description=cancelable into Light attacks
   |description=Cancelable into Light attacks, links to mediums. <br>Getting mediums from {{clr|2|cr.L}} are mandatory routes to learn:<br><code>{{clr|2|cr.L}}, {{clr|5|cl.M}}...</code><br><code>{{clr|2|cl.L}}, {{clr|2|cr.L}},  {{clr|5|st.M}}...</code>
   }}
   }}
}}
}}
Line 173: Line 174:
   |advHit=0
   |advHit=0
   |advBlock=-3
   |advBlock=-3
   |description=
   |description=This move is significantly worse than {{clr|2|cr.L}} frame data wise, and doesn't have enough extra range to ever justify using.
   }}
   }}
}}
}}
Line 195: Line 196:
   |advHit=sweep
   |advHit=sweep
   |advBlock=-10
   |advBlock=-10
   |description=
   |description=Longer range than {{clr|4|f.H}}, makes it useful for catching longer backdashes (e.g. Crow, Talos). <br> Very minus on block, but easy to space and make safe.
   }}
   }}
}}
}}
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   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=massive air-to-air. combos into air 1.1
   }}
   }}
}}
}}
Line 239: Line 240:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=great hitbox for hitting in front, especially good at ranges where j.D+H would crossup
   }}
   }}
}}
}}
Line 261: Line 262:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=god air button, hitbox so disjointed will clean beat some DPs.
   }}
   }}
}}
}}
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   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=hits rising, but can't fuzzy. Very limited usage
   }}
   }}
}}
}}
Line 305: Line 306:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=similar to dj.M with big downards hitbox, but less useful from a neutral jump
   }}
   }}
}}
}}
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   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=amazing hitbox, go to button for jumping throws
   }}
   }}
}}
}}
Line 349: Line 350:
   |advHit=-4
   |advHit=-4
   |advBlock=-7
   |advBlock=-7
   |description=cancelable into specials on landing
   |description=cancelable into specials on landing, only combos to s2
   }}
   }}
}}
}}
Line 394: Line 395:
   |advHit=-5
   |advHit=-5
   |advBlock=-10
   |advBlock=-10
   |description=forces stand
   |description=forces stand<br>The Combo route Edge is always aiming for normally, and very easy to get thanks to <code>{{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}}...</code><br>{{clr|4|cl.TC}} is Edge's primary combo into 3.1 wallbounce, which is a both a powerhit+extender, allowing for great meterless damage and oki.
   }}
   }}
}}
}}
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   |advHit=-7
   |advHit=-7
   |advBlock=-11
   |advBlock=-11
   |description=
   |description=The less great, but still good TC. {{clr|4|f.TC}} is a common place to spend meter in combos e.g. <code>{{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|S1.2}} xx KA6...</code><br>It is extremely common to land this TC thanks to the strength of {{clr|5|st.M}} as a poke, and {{clr|4|st.H}} catching backdash.
   }}
   }}
}}
}}
Line 439: Line 440:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=Rarely worth cancelling.<br>Free safejump if the opponent quick rise.
   }}
   }}
}}
}}
Line 461: Line 462:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=Edge can close the distance after back throw very easily thanks to {{clr|8|S3.1}} and all its followups.
   }}
   }}
}}
}}
Line 484: Line 485:
   |advHit=2
   |advHit=2
   |advBlock=-2
   |advBlock=-2
   |description=first hit enables second hit; increments sword charge; absorbs projectiles during frames 13-21 (gaining 40 meter and 1.5 sec CD)
  |cooldown=3 sec
   |description=first hit enables second hit; increments sword charge; absorbs projectiles during frames 13-21 (gaining 40 meter and 1.5 sec CD).<br>The combination of {{clr|6|S1.1}} and {{clr|6|jS1.1}} allow Edge to win almost any fireball war. Building meter and sword charges is so valuable makes throwing fireballs vs Edge an incredible poor idea.
   }}
   }}
}}
}}
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   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=first hit enables second hit; increments sword charge; absorbs projectiles during frames 11-22 (gaining 40 meter and 1.5 sec CD); can attack/block after 2 landing frames, and walk after 4 frames
  |cooldown=3 sec
   |description=first hit enables second hit; increments sword charge; absorbs projectiles during frames 11-22 (gaining 40 meter and 1.5 sec CD); can attack/block after 2 landing frames, and walk after 4 frames.
   }}
   }}
}}
}}
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   |advHit=0
   |advHit=0
   |advBlock=-4
   |advBlock=-4
   |description=creates dual slash projectiles; increments sword charge once, on clean hit only
  |cooldown=4.5 sec
   |description=creates dual slash projectiles; increments sword charge once, on clean hit only. <br>{{clr|6|S1.2}} is the go to choice thanks to its ability to turn {{clr|4|f.TC}} into a wallbounce combo for 1 bar.<br>Also useful for frametrapping and breaking armour.
   }}
   }}
}}
}}
Line 551: Line 555:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
  |cooldown=2 Sec
   |description=gains sword charge every 45th frame; gains meter continuously after frame 15; cancelable into exit, S2, or S3 after frame 10
   |description=gains sword charge every 45th frame; gains meter continuously after frame 15; cancelable into exit, S2, or S3 after frame 10
   }}
   }}
Line 588: Line 593:
   |advHit=knockback
   |advHit=knockback
   |advBlock=-27
   |advBlock=-27
  |cooldown=6 sec
   |description=applies 50% damage/dizzy/meter reduction as combo starter
   |description=applies 50% damage/dizzy/meter reduction as combo starter
   }}
   }}
Line 625: Line 631:
   |advHit=knockback
   |advHit=knockback
   |advBlock=-25
   |advBlock=-25
  |cooldown=5 sec
   |description=applies 50% damage/dizzy/meter reduction as combo starter
   |description=applies 50% damage/dizzy/meter reduction as combo starter
   }}
   }}
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   |advHit=launch
   |advHit=launch
   |advBlock=-
   |advBlock=-
   |description=damage/dizzy values vary based on sword charges
   |description=damage/dizzy values vary based on sword charges<br>
   }}
   }}
}}
}}
<section end=S2.2/>
<section end=S2.2/>
===<big>{{clr|8|S3.1}}</big>===
===<big>{{clr|8|S3.1}}</big>===
<section begin=S3.1/>
<section begin=S3.1/>
Line 662: Line 670:
   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=cancelable into S1, S2, S3 followups, or halt after 6 frames; minimum runstop = 20 frames; normal runstop = 30 frames
  |cooldown=3 sec
   |description=cancelable into S3 followups, S1, S2 or halt after 6 frames; minimum runstop = 20 frames; normal runstop = 30 frames
   }}
   }}
   {{AttackData-RT
   {{AttackData-RT
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   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=cancelable into S1 or S2
   |description=This is Edge's strongest special, {{clr|8|S3.1}} referred to as "run" allows him to establish his offence.<br><br><b>Slide</b>({{clr|8|L/D+S3}}): <ul><li> Fullscreen, low profile neutral skip that's safe when spaced.</li><li> Upper body projectile invulnerable from frames 9-10</li></ul><b>Overhead</b>({{clr|8|M/U+S3}}): <ul><li>Overhead that can be comboed after with 1 bar.</li><li>Frametraps after target combo.</li><li>airborne during frames 10-25; invincible low during frames 10-23</li></ul><b>Wallbounce</b>({{clr|8|H/N+S3}}):<ul><li>Edge's only powerhit, should always be routed into (from close TC).</li></ul><b>Runstop</b>({{clr|8|B+S3}}):<ul><li>+0 after close TC</li><li>-1 after far TC</li><li>At any point halt can be cancelled into S1 or S2, which can be used to frametrap.</li></ul> 
   }}
   }}
}}
}}
<section end=S3.1/>
<section end=S3.1/>
===<big>{{clr|8|S3.2}}</big>===
===<big>{{clr|8|S3.2}}</big>===
<section begin=S3.2/>
<section begin=S3.2/>
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   |advHit=knockback
   |advHit=knockback
   |advBlock=-5
   |advBlock=-5
   |description=
  |cooldown=3 sec
   |description=Don't pick this over run.
   }}
   }}
}}
}}
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   |advHit=
   |advHit=
   |advBlock=
   |advBlock=
   |description=
   |description=Invincible during frames 1-8; throw invulnerable from frames 9-15.
   }}
   }}
}}
}}

Latest revision as of 03:26, 16 December 2024

Normals

cl.L

close s.L
Edge cl.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25 Mid 50 Spc/OD/KA 5 2 7 14 6 4 -

Cancelable into Light attacks
Edge cl.L is the one true close jab, being 5 frames, not whiffing on crouch and converting to a full combo. Edge can take advantage of this by forcing +0 blockstrings, characters with bad jabs struggle to contest at all.

cl.M

close s.M
Edge cl.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55 Mid 75 Spc/OD/KA 6 4 8 18 7 4 -

cancelable into cl.H
Combo starter and pressure starter. Can be done safe meaty vs slower dps.

cl.H

close s.H
Edge cl.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 Spc/OD/KA 10 5 17 32 1 -3 -

chains out of cl.M, chains into cl.TC

f.L

far s.L
Edge f.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 7 14 6 4 -

cancelable into Light attacks
Not as strong as cl.L but it doesn't matter much. While other characters need a strong far jab to punish -7 moves, Edge has a 6 frame f.M to do that.
Edge f.L is primarily used for mashing out of pressure, or punishing Vlad's bolshoi bash.

f.M

far s.M
Edge f.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55 Mid 75 Spc/OD/KA 6 3 16 25 0 -3 -

Amazing poke. Fastest f.m, converts consistently, great priority and hard to punish. You'll be spamming this a lot to hold your ground


f.H

far s.H
Edge f.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 Spc/OD/KA 10 5 19 34 -1 -5 -

Can be used to OS backdash after meaty normal. Chains into far H target combo. Decent poke that you can buffer OD behind.

cr.L

cr.L
Edge cr.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25 Low 50 Spc/OD/KA 6 2 6 14 7 5 -

Cancelable into Light attacks, links to mediums.
Getting mediums from cr.L are mandatory routes to learn:
cr.L, cl.M...
cl.L, cr.L, st.M...

cr.M

cr.M
Edge cr.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Low 100 Spc/OD/KA 8 3 16 27 0 -3 -

This move is significantly worse than cr.L frame data wise, and doesn't have enough extra range to ever justify using.

cr.H

cr.H
Edge cr.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Low 150 KnAdv 9 4 25 38 sweep -10 -

Longer range than f.H, makes it useful for catching longer backdashes (e.g. Crow, Talos).
Very minus on block, but easy to space and make safe.

dj.L

diagonal j.L
Edge dj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
40 High 50 Special 6 13 - - - - -

massive air-to-air. combos into air 1.1

dj.M

diagonal j.M
Edge dj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
70 High 100 None 7 10 - - - - -

great hitbox for hitting in front, especially good at ranges where j.D+H would crossup

dj.H

diagonal j.H
Edge dj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 High 200 None 8 8 - - - - -

god air button, hitbox so disjointed will clean beat some DPs.

nj.L

neutral j.L
Edge nj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
40 High 50 Special 6 13 - - - - -

hits rising, but can't fuzzy. Very limited usage

nj.M

neutral j.M
Edge nj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
70 High 100 None 7 10 - - - - -

similar to dj.M with big downards hitbox, but less useful from a neutral jump

nj.H

neutral j.H
Edge nj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 High 200 None 8 5 - - - - -

amazing hitbox, go to button for jumping throws

F+M

F+M
Edge F+M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 High 100 Spc/OD/KA 19 4 19 42 -4 -7 -

cancelable into specials on landing, only combos to s2

j.D+H

j.D+H
Edge j.D+H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 High 200 None 9 7 - - - - -

crossup air attack

Target Combos

cl.TC

cl.H → H
Edge cl.TC.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 Spc/OD/KA 10 5 26 41 -5 -10 -

forces stand
The Combo route Edge is always aiming for normally, and very easy to get thanks to cl.M xx cl.HH...
cl.TC is Edge's primary combo into 3.1 wallbounce, which is a both a powerhit+extender, allowing for great meterless damage and oki.

f.TC

f.M/s.H → H
Edge f.TC.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 Spc/OD/KA 10 5 25 40 -7 -11 -

The less great, but still good TC. f.TC is a common place to spend meter in combos e.g. st.MH xx S1.2 xx KA6...
It is extremely common to land this TC thanks to the strength of st.M as a poke, and st.H catching backdash.

Throws

Forward Throw

Forward Throw
Edge Forward Throw.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20+25+45 Unblk 0+50+0 KnAdv 5 3 27 35 - - -

Rarely worth cancelling.
Free safejump if the opponent quick rise.

Back Throw

Back Throw
Edge Back Throw.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
120 Unblk 150 None 5 3 27 35 - - -

Edge can close the distance after back throw very easily thanks to S3.1 and all its followups.

Specials

S1.1

Gathering Storm
Edge S1.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
35+65 Mid 75+125 OD/KA 13 4 (+1) 18 35 2 -2 3 sec

first hit enables second hit; increments sword charge; absorbs projectiles during frames 13-21 (gaining 40 meter and 1.5 sec CD).
The combination of S1.1 and jS1.1 allow Edge to win almost any fireball war. Building meter and sword charges is so valuable makes throwing fireballs vs Edge an incredible poor idea.

jS1.1

Aerial Gathering Storm
Edge jS1.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
35+65 Mid 75+125 None 13 4 (+1) - - - - 3 sec

first hit enables second hit; increments sword charge; absorbs projectiles during frames 11-22 (gaining 40 meter and 1.5 sec CD); can attack/block after 2 landing frames, and walk after 4 frames.

S1.2

Binary Flux
Edge S1.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
40+40 Mid 75+75 OD/KA 15 1 (8) 1 30 55 0 -4 4.5 sec

creates dual slash projectiles; increments sword charge once, on clean hit only.
S1.2 is the go to choice thanks to its ability to turn f.TC into a wallbounce combo for 1 bar.
Also useful for frametrapping and breaking armour.

S1.3

Tranquil Thunder
Edge S1.3.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Tranquil Thunder 0 - 0 Other 10 - - 140 - - 2 Sec

gains sword charge every 45th frame; gains meter continuously after frame 15; cancelable into exit, S2, or S3 after frame 10

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Tranquil Thunder Exit 0 - 0 Other - - 8 8 - - -

cancelable into S2 or S3

S2.1

Judgment
Edge S2.1.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Judgment 80 Mid 100 KnAdv 7 4 39 50 knockback -27 6 sec

applies 50% damage/dizzy/meter reduction as combo starter

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Judgment Ender 30!/60!/75! Mid 35!/70!/80! None 7 2 land+20 - knockback - -

damage/dizzy values vary based on sword charges

S2.2

Reckless Lightning
Edge S2.2.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Reckless Lightning 90 Mid 100 KnAdv 8 2 39 49 knockback -25 5 sec

applies 50% damage/dizzy/meter reduction as combo starter

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Reckless Lightning Ender 15!/45!/65! Mid 20!/60!/80! KnAdv 7 2 43 52 launch - -

damage/dizzy values vary based on sword charges


S3.1

Relentless Pursuit
Edge S3.1.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Relentless Pursuit 0 - 0 None 6 - - - - - 3 sec

cancelable into S3 followups, S1, S2 or halt after 6 frames; minimum runstop = 20 frames; normal runstop = 30 frames

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Relentless Gale (L/D+S3) 100 Low 150 KnAdv 10 8 18 36 sweep -7 -
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Relentless Cyclone (M/U+S3) 45+50 High 80+120 KnAdv 20 2 (8) 5 24 59 -3 -8 -
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Relentless Tempest (H/S3) 90! Mid 100! KnAdv 17 5 29 51 wall bounce -15 -
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Halt (B) 0 - 0 Other - - 14 14 - - -
This is Edge's strongest special, S3.1 referred to as "run" allows him to establish his offence.

Slide(L/D+S3):
  • Fullscreen, low profile neutral skip that's safe when spaced.
  • Upper body projectile invulnerable from frames 9-10
Overhead(M/U+S3):
  • Overhead that can be comboed after with 1 bar.
  • Frametraps after target combo.
  • airborne during frames 10-25; invincible low during frames 10-23
Wallbounce(H/N+S3):
  • Edge's only powerhit, should always be routed into (from close TC).
Runstop(B+S3):
  • +0 after close TC
  • -1 after far TC
  • At any point halt can be cancelled into S1 or S2, which can be used to frametrap.


S3.2

Merciful Gust
Edge S3.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 OD/KA 15 4 20 39 knockback -5 3 sec

Don't pick this over run.

OD

Final Judgment
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50!+225! Mid 0 None 5+5+5 12 60 87 launch -53 -

all hits stop raising juggle count at 4


Other

Forward Dash

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None - - - 19 - - -

cancelable into any attack or jump (but not walk/block) after 17f

Back Dash

Back Dash
Edge Back Dash.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None - - - 28 - - -

Invincible during frames 1-8; throw invulnerable from frames 9-15.