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|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 10(2%) | |damage= 10 (2%) | ||
|counter-hit damage= 14(3%) | |counter-hit damage= 14 (3%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= 1.6 | |shadow on hit= 1.6 | ||
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|on block= 0/+4 | |on block= 0/+4 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= 5LP is a quick head level jab that serves as low commitment juggle fluff and an occasional anti air | ||
*Whiffs vs most crouchers so not a strong meaty tool on its own | |||
*Excellent juggle tool. 5LP has low pushback and low gravity which makes it a quick juggle extender that goads the defender to guess break light | |||
*Has a target combo, Speed Bag (5LP>LP>LP>LP). | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 20(5%) | |damage= 20 (5%) | ||
|counter-hit damage= 26(7%) | |counter-hit damage= 26 (7%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= 2.4 | |shadow on hit= 2.4 | ||
Line 75: | Line 78: | ||
|on block= -5/+2 | |on block= -5/+2 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= Far MP is TJs main normal poke and grants him big damage and a normal that is scary to whiff punish due to his signature target combo | ||
*Hits on shoulder level, may be countered by low profile pokes and specials | |||
*Has two target combos in Far MP>HP and Far MP>MK | |||
**Far MP>HP adds a giant heavy with mad blockstun and hitstun to the end of any far MP that hits, is blocked or whiffs. It is almost always a good idea to do the HP combo extension since TJ is getting so much reward on hit and on block.Also it makes Far MP difficult to whiff punish | |||
**Far MP>MK is a less spectacular version of target combo that does the same thing but slightly safer on block nominally and on whiff | |||
**Both Hook Combinations are countered by shadow countering the 2nd hit or Neutral jumping to avoid both hits and punishing the long recovery. TJ avoids this by not autopiloting the target combo and hit confirming far MP>HP and accepting worse situations when blocked and whiff punishing far MP to be possible. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 30(8%) | |damage= 30 (8%) | ||
|counter-hit damage= 38(10%) | |counter-hit damage= 38 (10%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= 4 | |shadow on hit= 4 | ||
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|on block= -4/+5 | |on block= -4/+5 | ||
|special properties= Stagger | |special properties= Stagger | ||
|description= | |description= Far HP is a big staggering heavy poke with a lot of advantage on hit and block but a lot of recovery | ||
*Really Scary Heavy stagger normal that absolutely clobbers opponents in front of TJ | |||
*+10 on Hit;-4 on block but when cancelled into back step its +15 on hit and +1 on block which is marginal frame advantage | |||
*manuals into far MP/2MP/2MK/Lights/2HP/any version of vortex;Far HP>Back Step is plus enough that any move faster than far HK can manual | |||
*Has 27 frames of recovery which is really bad if this move ever whiffs. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 10(2%) | |damage= 10 (2%) | ||
|counter-hit damage= 14(3%) | |counter-hit damage= 14 (3%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= 1.6 | |shadow on hit= 1.6 | ||
Line 129: | Line 143: | ||
|on block= -2/+3 | |on block= -2/+3 | ||
|special properties= Flipout | |special properties= Flipout | ||
|description= | |description= TJs 5LK is a quickish light attack and juggle flipout | ||
*It does a lot of things that 2LP also does a little worse but it has less pushback than 2LP | |||
*It is a juggle flipout which offers TJ a highly potent strike throw mixup that is '''''VERY TOUGH''''' for the defender to backdash or reversal out of it | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 20(5%) | |damage= 20 (5%) | ||
|counter-hit damage= 26(7%) | |counter-hit damage= 26 (7%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= 2.4 | |shadow on hit= 2.4 | ||
Line 156: | Line 172: | ||
|on block= -2/+6 | |on block= -2/+6 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= Average poke with more range than 5MP and decent frame data but not much else going for it | ||
}} | }} | ||
}} | }} | ||
Line 164: | Line 180: | ||
|image= TJ SHKhb.png|thumb | |image= TJ SHKhb.png|thumb | ||
|caption= Test Caption | |caption= Test Caption | ||
|name= | |name= Far Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= Stand HK/5HK | |input= Stand HK/5HK | ||
|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 36(10%) | |damage= 36 (10%) | ||
|counter-hit damage= 44(12%) | |counter-hit damage= 44 (12%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= 4 | |shadow on hit= 4 | ||
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|on block= +2/+8 | |on block= +2/+8 | ||
|special properties= -- | |special properties= -- | ||
|description= A slow boot to the face. | |description= A slow boot to the face. Counter Breaker bait in juggles and a ok pressure extender | ||
*+2 on block. TJ can frame trap into 2LP>2LP after a blocked far 5HK | |||
*Hit confirmable into backfist | |||
*Has a lot of active frames. Can be used as a strong backdash catcher or as a slow super plus meaty | |||
}} | }} | ||
}} | }} | ||
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|on block= 0/+4 | |on block= 0/+4 | ||
|special properties= Chain | |special properties= Chain | ||
|description= | |description= 2LP is a chainable jab that is vital to TJs frame traps, offense and juggles | ||
*Chainable and active on frame 5 | |||
*High pushback on hit and block. Tick throws are not really a thing after 2LP and jab confirms can whiff if TJ is too far away | |||
*In Juggles, 2LP has low gravity and high pushback. This makes it slightly annoying to extend juggles but gives corner carry | |||
}} | }} | ||
}} | }} | ||
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|on block= -4/+3 | |on block= -4/+3 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= 2MP is a slightly stubby poke that hit lower than far MP and leads into the close version of the "Hook Combinations" Target combo | ||
*Chains into the close version of hook combinations 2MP>HP and 2MP>MK | |||
**2MP>HP and 2MP>MK both do not reach after a spaced 2MP hits and TJ must hit confirm into spin fist | |||
}} | }} | ||
}} | }} | ||
Line 264: | Line 288: | ||
|on block= -2/+4 | |on block= -2/+4 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= 2HP is a giant hit confirmable poke | ||
*Reaches pretty far and recovers kinda fast so this is a good low medium risk heavy TJ can use to poke | |||
}} | }} | ||
}} | }} | ||
Line 291: | Line 316: | ||
|on block= -2/+2 | |on block= -2/+2 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= 2LK is a low hitting light attack | ||
*Fastest recovery on a TJ normal. 10 frames recovery is just fast enough to be used in a sf4 backdash/hitstop os vs some of the slower backdashes in ki | |||
}} | }} | ||
}} | }} | ||
Line 318: | Line 344: | ||
|on block= -3/+2 | |on block= -3/+2 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= 2MK is a low hitting medium attack | ||
*Has a late cancel window, Maybe hit confirmable if you are playing offline. | |||
*Has the lowest recovery of any TJ poke | |||
}} | }} | ||
}} | }} | ||
Line 345: | Line 373: | ||
|on block= -3/+4 | |on block= -3/+4 | ||
|special properties= Hard knockdown | |special properties= Hard knockdown | ||
|description= Standard sweep. | |description= Standard sweep. | ||
*2HK hits just outside of far MPs range and serves as a safe long range low | |||
*slow startup | |||
}} | }} | ||
}} | }} | ||
=== Close Normals === | === Close Normals === | ||
Line 373: | Line 402: | ||
|on block= -6/+2 | |on block= -6/+2 | ||
|special properties= -- | |special properties= -- | ||
|description= * | |description= Close MP is a pressure normal that allows TJ to get to the extra dangerous close version of Hook Combinations | ||
*Active on frame 8 making this the quickest normal that goes into Hook Combination. | |||
**TJ can frame trap into close MP>HP;ClMP>MK after meaty 5LP>LP(>LP) or Far HK | |||
}} | }} | ||
}} | }} | ||
Line 400: | Line 431: | ||
|on block= -3/+6 | |on block= -3/+6 | ||
|special properties= Stagger | |special properties= Stagger | ||
|description= | |description= Close 5HP is a heavy stagger normal that generates a lot of plus frames on block | ||
*Close 5HP > Back Step is +6 which is a massive amount of frame advantage and lead to a pretty oppressive frame trap situation | |||
*Cl 5HP> Tumble roll is +4 which is still mad plus and lead to an up close oppressive frane trap | |||
}} | }} | ||
}} | }} | ||
Line 427: | Line 460: | ||
|on block= -7/+2 | |on block= -7/+2 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= Close 5MK is medium proximity normal that does more damage than a medium usually does | ||
}} | }} | ||
}} | }} | ||
Line 454: | Line 487: | ||
|on block= -9/+1 | |on block= -9/+1 | ||
|special properties= -- | |special properties= -- | ||
|description= | |description= Close 5HK is a janky pressure normal with surprisingly good frane data when cancelled into backstep | ||
*has a lot of recovery and is very minus on block. this move is kinda horrible if not cancelled into backstep | |||
**Close 5HK's high recovery makes this move a sometimes normal since this move dies if the opponent manages to backdash it | |||
*when cancelled into backstep leaves TJ slightly plus on block and normal hit and +6 on counterhit which leads to counter hit conversions that lead into a 3 hit rule breakable opener | |||
*when cancelled into powerline, TJ can mixup between unmashable shoot toss, delayed spinfist and backstep to fake the defender out and punish their anti strike throw option | |||
}} | }} | ||
}} | }} | ||
=== Command Normals === | === Command Normals === | ||
{{MoveData | {{MoveData | ||
|image= | |image= TJ 3MPhbV2.png|thumb | ||
|caption= Test Caption | |caption= Test Caption | ||
|name= Rollercoaster | |name= Rollercoaster | ||
Line 470: | Line 504: | ||
|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 16.8(4%) | |damage= 16.8 (4%) | ||
|counter-hit damage= 16.8(4%) | |counter-hit damage= 16.8 (4%) | ||
|potential damage= 2.3(0.6%) | |potential damage= 2.3 (0.6%) | ||
|shadow on hit= ?? | |shadow on hit= ?? | ||
|shadow on block= ?? | |shadow on block= ?? | ||
Line 484: | Line 518: | ||
|on block= -2/+5 | |on block= -2/+5 | ||
|special properties= Opener | |special properties= Opener | ||
|description= | |description= Rollercoaster(3MP) is a 2 hit, KOF style normal special hybrid | ||
*Is a medium opener which is unique compared to TJs other opener specials "Spin Fist" (light) and "Flying Knee" (heavy) | |||
**You hope the defender locks out on the first medium hit as a pie in the sky outcome but the most likely "good" outcome is the defender waiting past the 1st hit and getting a counterbreaker chicken mindgame on the 2nd hit | |||
}} | }} | ||
}} | }} | ||
Line 490: | Line 526: | ||
{{MoveData | {{MoveData | ||
|image= TJ | |image= TJ 3HPhbV2.png|thumb | ||
|caption= Test Caption | |caption= Test Caption | ||
|name= Superman Punch | |name= Superman Punch | ||
Line 497: | Line 533: | ||
|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 24(6%) | |damage= 24 (6%) | ||
|counter-hit damage= 24(6%) | |counter-hit damage= 24 (6%) | ||
|potential damage= -- | |potential damage= -- | ||
|shadow on hit= ?? | |shadow on hit= ?? | ||
Line 511: | Line 547: | ||
|on block= +1/+6 | |on block= +1/+6 | ||
|special properties= Low Invul 1-22f/17f | |special properties= Low Invul 1-22f/17f | ||
|description= | |description= Superman Punch(3HP) is a lower body invulnerable overhead | ||
*3HP is a surprise overhead tool that has average startup and incredibly long range | |||
*3HP is lower body invulnerable and serves as a counter to strong armor breaking low sweeps | |||
}} | }} | ||
}} | }} | ||
Line 748: | Line 786: | ||
|on block= -9 | |on block= -9 | ||
|special properties= -- | |special properties= -- | ||
|description= *Push | |description=Light Vortex is a 2 part Launcher/Anti-Air uppercut | ||
*Jugglable for 27 frames. | **Push any punch button to throw the 2nd punch, cyclone sooner. | ||
* | **Jugglable for 27 frames. | ||
*Light Vortex is one hit(and a 1 hit launcher at the end) .During juggles, TJ can mix up between 1 hit "disguised" medium/heavy Vortex and Light vortex for very ambiguous breaks. | |||
}} | }} | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
Line 768: | Line 809: | ||
|on block= -9 | |on block= -9 | ||
|special properties= -- | |special properties= -- | ||
|description= *Push | |description= Medium Vortex is a 2 part Launcher/Anti-Air uppercut | ||
**Push any punch button to throw the 2nd punch, cyclone sooner. | |||
*Jugglable for 25 frames. | *Jugglable for 25 frames. | ||
* | *Medium Vortex is 2 hits (and a 1 hit launcher at the end). In juggles TJ can make M vortex hit once or whiff to disguise the strength | ||
**Medium Vortex has bugged scaling. When done after an opener the 2nd hit of Medium Vortex will do triple the amount of potential damage | |||
}} | }} | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
Line 788: | Line 832: | ||
|on block= -9 | |on block= -9 | ||
|special properties= -- | |special properties= -- | ||
|description= *Push | |description= Heavy Vortex is a 2 part Launcher/Anti-Air uppercut | ||
*Jugglable for 29 frames. | **Push any punch button to throw the 2nd punch, cyclone sooner. | ||
* | *Jugglable for 29 frames | ||
*Heavy Vortex is 3 hits (and a 1 hit launcher at the end). In juggles TJ can make H vortex hit twice ,once or whiff all three hits to disguise the uppercut's strength | |||
**Heavy Vortex has bugged scaling. When done after an opener the 2nd and 3rd hit of Heavy Vortex will do triple the amount of potential damage | |||
}} | }} | ||
}} | }} | ||
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|on block= -6 | |on block= -6 | ||
|special properties= Throw Invul 1-f, Recapture | |special properties= Throw Invul 1-f, Recapture | ||
|description= *On whiff, launches a shockwave projectile that hits low and HKDs | |description=Light Tremor is an overhead-hitting juggle recapture and a fullscreen pestering tool | ||
* | *Tremor recaptures the opponent on air hit | ||
*On whiff, launches a shockwave projectile that hits low and HKDs | |||
**Light tremor is the version most used to utilize the shockwave in neutral and as a juggle ender | |||
}} | }} | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
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|on block= -8 | |on block= -8 | ||
|special properties= Throw Invul 1-f, Recapture | |special properties= Throw Invul 1-f, Recapture | ||
|description= *On whiff, launches a shockwave projectile that hits low and HKDs. | |description= Medium Tremor is an overhead-hitting juggle recapture and a fullscreen pestering tool | ||
*Medium Tremor recaptures the opponent on air hit | |||
**During juggles, TJ can combo into tremor after any normal but the break window is very big which makes landing this without getting broken a challenge | |||
*On whiff, launches a shockwave projectile that hits low and HKDs. | |||
*No change in Instinct. | *No change in Instinct. | ||
}} | }} | ||
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|on block= -10 | |on block= -10 | ||
|special properties= Throw Invul 1-f, Recapture | |special properties= Throw Invul 1-f, Recapture | ||
|description= *On whiff, launches a shockwave projectile that hits low and HKDs. | |description= Tremor is an overhead-hitting juggle recapture and a fullscreen pestering tool | ||
*Heavy Tremor recaptures the opponent on air hit | |||
**During juggles, TJ can combo into tremor after any normal but the break window is very big which makes landing this without getting broken a challenge | |||
*On whiff, launches a shockwave projectile that hits low and HKDs. | |||
*No change in Instinct. | *No change in Instinct. | ||
}} | }} | ||
Line 884: | Line 939: | ||
|on block= 0/+6 | |on block= 0/+6 | ||
|special properties= Opener | |special properties= Opener | ||
|description= | |description= Spin Fist is a safe on block do it all opener | ||
*Spin Fist is 0 on block combo opener with good range.It is an amazing poke and pressure ender | |||
**Leaves the opponent spaced out on spaced hit.Some characters are weak to spacing traps after a spaced backfist | |||
}} | }} | ||
}} | }} | ||
Line 891: | Line 948: | ||
{{MoveData | {{MoveData | ||
|image= TJ 46MPhb.png|thumb | |image= TJ 46MPhb.png|thumb | ||
|caption= | |caption= "Acting like you won't..." | ||
|name= Shoot Toss | |name= Shoot Toss | ||
|linkname= 46MP | |linkname= 46MP | ||
Line 897: | Line 954: | ||
|data= | |data= | ||
{{AttackData-KI2013 | {{AttackData-KI2013 | ||
|damage= 40(11%) | |version= Standard | ||
|damage= 40(11%) | |||
|counter-hit damage= 40(11%) | |counter-hit damage= 40(11%) | ||
|potential damage= -- | |potential damage= -- | ||
Line 911: | Line 969: | ||
|on block= +40/+39 | |on block= +40/+39 | ||
|special properties= Launcher | |special properties= Launcher | ||
|description= | |description= Shoot Toss is a slow command grab that launches the defender | ||
*The Standard version is a "silent" surpise grab made to catch people defending other TJ mixups (3HP,Tremor,normal throw,Powerline shoot toss) | |||
}} | |||
{{AttackData-KI2013 | |||
|version= Powerline | |||
|damage= 40(11%) | |||
|counter-hit damage= 40(11%) | |||
|potential damage= -- | |||
|shadow on hit= ?? | |||
|shadow on block= -- | |||
|guard= -- | |||
|startup= 21/17 | |||
|active= 2/1 | |||
|recovery= 41/30 | |||
|total duration= 67f/49f | |||
|on hit= +40/+39 | |||
|on counter-hit= +40/+39 | |||
|on block= +40/+39 | |||
|special properties= Launcher | |||
|description= Shoot Toss is a slow command grab that launches the defender | |||
*The Powerline version of shoot toss has reduced startup and is TJ's primary mixup tool | |||
** | |||
}} | }} | ||
}} | }} | ||
Line 1,262: | Line 1,341: | ||
|ender type= Exchange | |ender type= Exchange | ||
|on hit= +11 | |on hit= +11 | ||
|special properties= -- | |||
|description= TJ's most damaging ender besides Auto-Barrage. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= TJ 28Knv.png|thumb | |||
|caption= Test Caption | |||
|name= Tremor Ender | |||
|linkname= 28K | |||
|input= Up-Down+K/28K | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Battery | |||
|on hit= +37 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 2 | |||
|ender type= Battery | |||
|on hit= +37 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 3 | |||
|ender type= Battery | |||
|on hit= +37 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 4 | |||
|ender type= Battery | |||
|on hit= +37 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= TJ AB1nv.png|thumb | |||
|caption= Test Caption | |||
|name= Auto-Barrage Ender (Damage) | |||
|linkname= ?? | |||
|input= ?? | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Damage | |||
|on hit= +65 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 2 | |||
|ender type= Damage | |||
|on hit= +65 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 3 | |||
|ender type= Damage | |||
|on hit= +65 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 4 | |||
|ender type= Damage | |||
|on hit= +65 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= TJ AB2nv.png|thumb | |||
|caption= Test Caption | |||
|name= Auto-Barrage Ender (Reset) | |||
|linkname= ?? | |||
|input= ?? | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Advantage | |||
|on hit= +4 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 2 | |||
|ender type= Advantage | |||
|on hit= +4 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 3 | |||
|ender type= Advantage | |||
|on hit= +4 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|version= Level 4 | |||
|ender type= Advantage | |||
|on hit= +4 | |||
|special properties= -- | |special properties= -- | ||
|description= | |description= |
Latest revision as of 18:29, 8 June 2025
Introduction
TJ Combo PLACEHOLDER CHARACTER STORY
TJ Combo PLACEHOLDER GAMEPLAY OVERVIEW
Strengths | Weaknesses |
---|---|
|
|
Character Data | |
---|---|
Forward Walk Speed | 59f to cross two large training mode squares
|
Backwards Walk Speed | 84f to cross two large training mode squares
|
Forward Dash Duration | 21f
|
Backdash Duration | 25f
|
Pre-Jump Frames | 5f |
Jump Duration | 38f |
Landing Recovery | 4f |
Advantage Post Grounded Combo Breaker | +1 |
Universal Mechanics
Instinct
Glory Days: TJ's attacks start and end quicker, increasing his advantage and making his mixups harder to defend against. His overall movement speed is also buffed.
Last Breath: If TJ loses his last life bar with full Instinct, he will get back up again with a small chunk of health and Instinct activated for half the usual time.
Normal Moves
Standing Normals
Frame data is listed as "Normal Value / Instinct Value"
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 | 2 | 13/8 | 18f/13f | +2/+6 | +8/+12 | 0/+4 | -- |
5LP is a quick head level jab that serves as low commitment juggle fluff and an occasional anti air
|
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%) | 26 (7%) | -- | 2.4 | 4 | Mid | 9/7 | 2 | 24/17 | 21f | -4/+3 | +1/+7 | -5/+2 | -- |
Far MP is TJs main normal poke and grants him big damage and a normal that is scary to whiff punish due to his signature target combo
|
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 (8%) | 38 (10%) | -- | 4 | 4.5 | Mid | 11/9 | 4/3 | 27/19 | 41f/30f | +10/+19 | +10/+19 | -4/+5 | Stagger |
Far HP is a big staggering heavy poke with a lot of advantage on hit and block but a lot of recovery
|
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 | 6/5 | 3/2 | 14/10 | 22f/16f | +1/+6 | +5/+10 | -2/+3 | Flipout |
TJs 5LK is a quickish light attack and juggle flipout
|
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%) | 26 (7%) | -- | 2.4 | 4 | Mid | 11/9 | 2/1 | 24/17 | 36f/26f | -1/+7 | +2/+10 | -2/+6 | -- |
Average poke with more range than 5MP and decent frame data but not much else going for it |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36 (10%) | 44 (12%) | -- | 4 | 4.5 | Mid | 17/13 | 6/5 | 19/14 | 41f/31f | +1/+7 | +7/+13 | +2/+8 | -- |
A slow boot to the face. Counter Breaker bait in juggles and a ok pressure extender
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6 | 2.4 | Mid | 5/4 | 2 | 12/8 | 18f/13f | +3/+7 | +4/+8 | 0/+4 | Chain |
2LP is a chainable jab that is vital to TJs frame traps, offense and juggles
|
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%) | 26(7%) | -- | 2.4 | 4 | Mid | 9/7 | 2 | 22/15 | 32f/23f | -2/+5 | +1/+8 | -4/+3 | -- |
2MP is a slightly stubby poke that hit lower than far MP and leads into the close version of the "Hook Combinations" Target combo
|
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(8%) | 38(10%) | -- | 4 | 4.5 | Mid | 10/8 | 3/2 | 19/14 | 31f/23f | +1/+7 | +3/+9 | -2/+4 | -- |
2HP is a giant hit confirmable poke
|
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 | Low | 6/5 | 3/2 | 10/7 | 18f/13f | +3/+7 | +3/+7 | -2/+2 | -- |
2LK is a low hitting light attack
|
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%) | 26(7%) | -- | 2.4 | 4 | Low | 9/7 | 3 | 17/12 | 28f/21f | -2/+3 | 0/+5 | -3/+2 | -- |
2MK is a low hitting medium attack
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36(10%) | 44(12%) | -- | 4 | 4.5 | Low | 13/10 | 2 | 23/16 | 37f/27f | +47/+54 | +47/+54 | -3/+4 | Hard knockdown |
Standard sweep.
|
Close 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4 | 4 | Mid | 8/7 | 4/3 | 23/16 | 34f/25f | -5/3 | 0/+8 | -6/+2 | -- |
Close MP is a pressure normal that allows TJ to get to the extra dangerous close version of Hook Combinations
|
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(8%) | 38(10%) | -- | 4 | 4.5 | Mid | 10/8 | 4/3 | 29/21 | 42f/31f | +8/+17 | +8/+17 | -3/+6 | Stagger |
Close 5HP is a heavy stagger normal that generates a lot of plus frames on block
|
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(8%) | 38(10%) | -- | 2.4 | 4 | Mid | 8/7 | 4/3 | 28/20 | 39/29f | -6/+3 | -1/+8 | -7/+2 | -- |
Close 5MK is medium proximity normal that does more damage than a medium usually does |
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%) | 26(7%) | -- | 4 | 4.5 | Mid | 11/9 | 3/2 | 31/22 | 44f/32f | -8/+2 | -4/+6 | -9/+1 | -- |
Close 5HK is a janky pressure normal with surprisingly good frane data when cancelled into backstep
|
Command 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16.8 (4%) | 16.8 (4%) | 2.3 (0.6%) | ?? | ?? | Mid | 12/10 | 2[17]3/1[13]2 | 20/14 | 53f/39f | -2/+5 | -2/+5 | -2/+5 | Opener |
Rollercoaster(3MP) is a 2 hit, KOF style normal special hybrid
|
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%) | 24 (6%) | -- | ?? | ?? | High | 23/18 | 5/4 | 12/8 | 39f/29f | +8/+13 | +8/+13 | +1/+6 | Low Invul 1-22f/17f |
Superman Punch(3HP) is a lower body invulnerable overhead
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 1.6 | 2.4 | High | 6/5 | 3/2 | 4 | 12+f/10+f | +15/+16 | +17 | +8/+9 | -- |
To Do |
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 | High | 8/7 | 3/2 | 4 | 14+f/12+f | +16/+17 | +19/+20 | +12/+13 | -- |
To Do |
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 | High | 10/8 | 4/3 | 4 | 17+f/14+f | +16/+17 | +19/+20 | +12/+13 | Crossup |
To Do |
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(8%) | 38(10%) | -- | 4 | 4.5 | High | 10/8 | 6/5 | 4 | 19+f/16+f | +20/+21 | +24/+25 | +17/+18 | -- |
To Do |
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%) | -- | 1.6 | 2.4 | High | 8/7 | 6/4 | 4 | 17+f/14+f | +15/+17 | +17/+19 | +8/10 | Flipout |
To Do |
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 | High | 8/7 | 6/4 | 4 | 17+f/14+f | +16/+18 | +19/+21 | +12/+14 | -- |
To Do |
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(8%) | 38(10%) | -- | 4 | 4.5 | High | 13/10 | 6/5 | 4 | 22+f/18+f | +73/+74 | +73/+74 | +16/+17 | Hard Knockdown |
A goomba stomp that causes a hard knockdown, even on grounded opponents. |
Throws
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40.0 (11%) | - | - | - | - | - | 5 | 2 | 29 | 35f | +48 | - | - | Hard Knockdown |
No change in Instinct. |
Special 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 21.4 (5%) | 25.4 (7%) | 1.8 (0.5%) | ?? | ?? | Mid | 7 | 2[43]4 | 20 | 75f | +57 | +57 | -9 | -- |
Light Vortex is a 2 part Launcher/Anti-Air uppercut
| ||||||||||||||
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 |
MP | 31.6 (8%) | 35.6 (9%) | 3.9 (1%) | ?? | ?? | Mid | 8 | 5[41]4 | 20 | 77f | +55 | +55 | -9 | -- |
Medium Vortex is a 2 part Launcher/Anti-Air uppercut
| ||||||||||||||
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 |
HP | 43.8 (12%) | 47.8 (13%) | 6.6 (1%) | ?? | ?? | Mid | 9 | 6[39]4 | 20 | 77f | +59 | +59 | -9 | -- |
Heavy Vortex is a 2 part Launcher/Anti-Air uppercut
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | 24(6%) | 24(6%) | -- | ?? | ?? | High/Low | 24 | 3 | 35 | 61f | +11 | +11 | -6 | Throw Invul 1-f, Recapture |
Light Tremor is an overhead-hitting juggle recapture and a fullscreen pestering tool
| ||||||||||||||
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 |
MK | 24(6%) | 24(6%) | -- | ?? | ?? | High/Low | 23 | 4 | 35 | 61f | +8 | +8 | -8 | Throw Invul 1-f, Recapture |
Medium Tremor is an overhead-hitting juggle recapture and a fullscreen pestering tool
| ||||||||||||||
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 |
HK | 24(6%) | 24(6%) | -- | ?? | ?? | High/Low | 22 | 6 | 35 | 62f | +4 | +5 | -10 | Throw Invul 1-f, Recapture |
Tremor is an overhead-hitting juggle recapture and a fullscreen pestering tool
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
32(9%) | 40(11%) | -- | 1.6 | 2.4 | Mid | 9/7 | 3 | 20/14 | 31f/23f | +1/+7 | +3/+9 | 0/+6 | Opener |
Spin Fist is a safe on block do it all opener
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standard | 40(11%) | 40(11%) | -- | ?? | -- | -- | 25/19 | 2 | 41/29 | 67f/49f | +40/+39 | +40/+39 | +40/+39 | Launcher |
Shoot Toss is a slow command grab that launches the defender
| ||||||||||||||
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 |
Powerline | 40(11%) | 40(11%) | -- | ?? | -- | -- | 21/17 | 2/1 | 41/30 | 67f/49f | +40/+39 | +40/+39 | +40/+39 | Launcher |
Shoot Toss is a slow command grab that launches the defender
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60(16%) | 72(20%) | -- | ?? | ?? | Mid | 21/17 | 4/3 | 27/19 | 51f/38f | +10\+23(Splat)/ +19\+32(Splat) | +30\+25(Splat)/ +39\+34(Splat) | -3/+6 | Wall Splat, Armor from F12/F8 onward |
|
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-- | -- | -- | -- | -- | -- | 23/15 | -- | -- | 23f/15f | -- | -- | -- | -- |
To Do |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-- | -- | -- | -- | -- | -- | 25/19 | -- | -- | 25f/19f | -- | -- | -- | High/Proj Invul 1-25f/19f |
To Do |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
32(8%) | 40(11%) | -- | ?? | ?? | Mid | 17 | 10 | 17 | 43f | +4 | +8 | -10 | Throw Invul 1-7f, Low Invul 8-27 |
No change in Instinct. |
Shadow Moves
TJ's shadows are unchanged 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 | 46.8 (13%) | 46.8 (13%) | 3.6(1%) | 0 | 0 | Mid | 5+3(8) | 22 | 19 | 38f | +8 | +8 | +2 | Wall Splat, Armored 6-19f |
Not projectile invul, but can destroy projectiles. |
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 | 43.9 (12%) | 43.9 (12%) | 9.3(2%) | 0 | 0 | Mid | 1+7(8) | 4[68]5 | 21 | 105f | +42 | +42 | -11 | Full invul 1-8f, Juggle Cashout |
Jugglable for 12 frames |
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 | 42.4 (11%) | 42.4 (11%) | 8.8(2%) | 0 | 0 | Mid | 1+12(13) | 11 | 29 | 52f | +6 | +6 | 0 | Invul 2-7f, Low Invul 1-19f |
To Do |
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 | 35.2 (12%) | 35.2 (12%) | 6.4(1.7%) | 0 | 0 | High | 3+20(23) | 4 | 35 | 61f | +12 | +12 | -4 | Recapture |
To Do |
Enders
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Wall Splat | -4/+12 (Splat) | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Wall Splat | -4/+24 (Splat) | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Wall Splat | +2/+28 (Splat) | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Wall Splat | +2/+33 (Splat) | -- |
Version | Ender Type | On Hit | Special Properties |
Shadow | Wall Splat | +8/+17 (Splat) | -- |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Launcher | +47 | -- | |||||||||
Jugglable for 17 frames. | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Launcher | +39 | -- | |||||||||
Jugglable for 9 frames. | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Launcher | +40 | -- | |||||||||
Jugglable for 10 frames. | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Launcher | +40 | -- | |||||||||
Jugglable for 10 frames. | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Shadow | Launcher | +42 | -- | |||||||||
Jugglable for 12 frames. |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Exchange | +12 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Exchange | +11 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Exchange | +11 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Exchange | +11 | -- | |||||||||
TJ's most damaging ender besides Auto-Barrage. |
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Battery | +37 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Battery | +37 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Battery | +37 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Battery | +37 | -- |
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Damage | +65 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Damage | +65 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Damage | +65 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Damage | +65 | -- |
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Advantage | +4 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Advantage | +4 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Advantage | +4 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Advantage | +4 | -- |