Line 38: | Line 38: | ||
{{OmegaSFIVFrameDataTableHeader}} | {{OmegaSFIVFrameDataTableHeader}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}| | {{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}|3|2|7|2|5|30|50|M|Ch Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}| | {{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|4|2*3|10|-1|2|70|100|M|Sp Su|1 hit, first 2 frames hit grounded, last 3 frames hit anti-air|}} | ||
{{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}| | {{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|5|2<small>(4)</small>4|17|-3(-9)|1|50*70|70*130|M|Sp Su / Su|2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~E. Honda and shorter)|}} | ||
{{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}| | {{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|5|2|6|3|6|30|50|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}| | {{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|5|2|9|3|6|70|100|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}| | {{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|6|3<small>(2)</small>4|16|0(-7)|KD|60*40|120*80|M|- / Su|2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~Akuma or shorter); puts opponent into limited juggle state and has juggle potential itself; KD Adv: +48|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}| | {{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|3|3|6|2|5|30|50|M|Ch Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}| | {{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|4|2|13|-1|2|90|110|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}| | {{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|8|7|16|-5|-1|100|200|M|-|-|}} | ||
{{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}| | {{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|2|7|2|5|40|50|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}| | {{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|5|1*4|16|-3|0|50*60|50*100|M|Sp Su / -|1st hit only connects at very specific range|}} | ||
{{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}| | {{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|11|1*3|21|-6|-2|110|200|M|-|1 hit; 1st active frame hits above Dee Jay, so Hit/Block Adv. is based on 2nd active frame|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}| | {{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|1|6|4|7|20|50|M|Ch Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2MP'''|{{Down}}{{mp}}| | {{OSFIVFrameDataRow|'''2MP'''|{{Down}}{{mp}}|6|2|10|2|5|80|80|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2HP'''|{{Down}}{{hp}}| | {{OSFIVFrameDataRow|'''2HP'''|{{Down}}{{hp}}|5|5|15|-2|2|90|200|M|Sp Su|Only 1st active frame is cancellable with less range than later active frames, making combos character and spacing specific|}} | ||
{{OSFIVFrameDataRow|'''2LK'''|{{Down}}{{lk}}| | {{OSFIVFrameDataRow|'''2LK'''|{{Down}}{{lk}}|4|3|11|-3|0|30|50|L|Ch Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}| | {{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|5|4|14|-4|KD|90|150|L|Sp Su|Knocks down, but can juggle into 214LP/PP, 623H/KK, 236KK, 236PP, or Super; KD Adv: +27|}} | ||
{{OSFIVFrameDataRow|'''2HK'''|{{Down}}{{hk}}| | {{OSFIVFrameDataRow|'''2HK'''|{{Down}}{{hk}}|11|4|22|-8(-5)|KD|110|200|L|-|'''6-16f low profile''' (+ semi-low profile before and after); KD Adv: +16~19|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Sunrise Heel<br>(Overhead)|{{Downright}}{{mk}}| | {{OSFIVFrameDataRow|Sunrise Heel<br>(Overhead)|{{Downright}}{{mk}}|14<br>(15/16)|5|12|-4|1(2)|80|100|H|-|1st active frame hits above/behind Dee Jay; 2nd or 3rd active frame hits depending on opponent's crouching height (1f better Adv vs. short characters)|}} | ||
{{OSFIVFrameDataRow|Maximum High|{{Right}}{{hk}}| | {{OSFIVFrameDataRow|Maximum High|{{Right}}{{hk}}|9|3|18|-3|0|80|100|M|TC|Whiffs on crouching opponents; has juggle potential; very long TC confirm window|}} | ||
{{OSFIVFrameDataRow| + Funky Summersault|+ {{Down}}{{hk}}| | {{OSFIVFrameDataRow| + Funky Summersault|+ {{Down}}{{hk}}|6|1<small>(2)</small>2|13+11 land|-11(-7)|KD|80*20*50|100*20*70|M|-|'''5-17f full invuln''' (useful for reacting to Focus armor); high juggle potential; Block Adv. varies based on distance, opponent width, stand/crouch; KD Adv: +40|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}| | {{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|5|19|-|-|-|40|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}| | {{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|7|6|-|-|-|70|80|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}| | {{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|5|6|-|-|-|120|140|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}| | {{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|3|12|-|-|-|50|60|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}| | {{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|6|4|-|-|-|90|100|H|-|-|}} | ||
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}| | {{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|7|2*2|-|-|-|130 (100)|150|H|-|1 hit with 2 sets of active frames; (Less damage and knocks down vs. airborne opponents)|}} | ||
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}| | {{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|5|19|-|-|-|40|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}| | {{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|7|8|-|-|-|70|80|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}| | {{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|7|3|-|-|-|120|150|H|-|Knocks down vs. airborne opponents|}} | ||
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}| | {{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|5|11|-|-|-|50|60|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}| | {{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|9|8|-|-|-|90|100|H|-|-|}} | ||
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}| | {{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|9|4|-|-|-|120|150|H|-|-|}} | ||
{{OSFIVFrameDataRow|Knee Shot|Air {{Down}}{{lk}}| | {{OSFIVFrameDataRow|Knee Shot|Air {{Down}}{{lk}}|4|20|-|-|-|50|60|H|-|Diagonal jump only; causes limited juggle state on airborne opponents; much floatier jump arc than USF4 version|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}| | {{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|10+12|2|36|-22|KD|100|150|M|Dash|KD Adv: +11; +30 after Forward Dash, +26 after Back Dash|}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}| | {{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|18+11|2|36|-16|crumple|80|150|M|Dash|-|}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}| | {{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|64|3|36|crumple|crumple|140|200|-|Dash|Unblockable|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Swing Over Launch<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: + | {{OSFIVFrameDataRow|Swing Over Launch<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +9|}} | ||
{{OSFIVFrameDataRow|Flip Throw<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: + | {{OSFIVFrameDataRow|Flip Throw<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +6|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} |
Revision as of 22:34, 10 May 2022

DeeJay
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
- Throw: slightly shorter range
- Movement Changes:
- Forward Dash: 3f faster (19f > 16f)
- Back Dash: slightly farther distance
- Normal Move Changes:
- Command Normal Changes:
- Sunrise Heel (3MK) - New attack, Overhead
- Maximum High (6HK) - New attack, whiffs on crouching opponents, can be juggled into
- Leads to Funky Summersault (+ 2HK) Target Combo
- Knee Shot (Air 2LK) - No longer changes jump trajectory, puts airborne opponents into limited juggle state
- Special Move Changes:
- Super/Ultra Changes:
Character Specific Data
Dee Jay
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 1000 | ||
WALKING | |||||
Forward Walk Speed: | 0.055 | Back Walk Speed: | 0.040 | ||
JUMPING | |||||
Jump Total Frames: | 4+37+4 | Jump Distance: | 1.98 Forward, 1.62 Back | ||
DASHING | |||||
Forward Dash Frames: | 16 | Forward Dash Distance: | 1.15 | ||
Back Dash Frames: | 27 | Back Dash Distance: | 0.93 | ||
FA + Forward Dash Frames: | 18 | FA + Back Dash Frames: | 22 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-16 | FA + Back Dash Airborne: | 4-12 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -3 | Lv1 FA + Back Dash (Block): | -7 | ||
Lv2 FA + Forward Dash (Block): | +3 | Lv2 FA + Back Dash (Block): | -1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
3 | 2 | 7 | 2 | 5 | 30 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
4 | 2*3 | 10 | -1 | 2 | 70 | 100 | M | Sp Su | 1 hit, first 2 frames hit grounded, last 3 frames hit anti-air |
5HP (Close) | cl. ![]() |
5 | 2(4)4 | 17 | -3(-9) | 1 | 50*70 | 70*130 | M | Sp Su / Su | 2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~E. Honda and shorter) |
5LK (Close) | cl. ![]() |
5 | 2 | 6 | 3 | 6 | 30 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
5 | 2 | 9 | 3 | 6 | 70 | 100 | M | Sp Su | - |
5HK (Close) | cl. ![]() |
6 | 3(2)4 | 16 | 0(-7) | KD | 60*40 | 120*80 | M | - / Su | 2 hits; 1st hit forces stand, 2nd hit whiffs on crouch block vs. some characters (~Akuma or shorter); puts opponent into limited juggle state and has juggle potential itself; KD Adv: +48 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
3 | 3 | 6 | 2 | 5 | 30 | 50 | M | Ch Sp Su | - |
5MP (Far) | far. ![]() |
4 | 2 | 13 | -1 | 2 | 90 | 110 | M | Sp Su | - |
5HP (Far) | far. ![]() |
8 | 7 | 16 | -5 | -1 | 100 | 200 | M | - | - |
5LK (Far) | far. ![]() |
5 | 2 | 7 | 2 | 5 | 40 | 50 | M | Sp Su | - |
5MK (Far) | far. ![]() |
5 | 1*4 | 16 | -3 | 0 | 50*60 | 50*100 | M | Sp Su / - | 1st hit only connects at very specific range |
5HK (Far) | far. ![]() |
11 | 1*3 | 21 | -6 | -2 | 110 | 200 | M | - | 1 hit; 1st active frame hits above Dee Jay, so Hit/Block Adv. is based on 2nd active frame |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 1 | 6 | 4 | 7 | 20 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
6 | 2 | 10 | 2 | 5 | 80 | 80 | M | Sp Su | - |
2HP | ![]() ![]() |
5 | 5 | 15 | -2 | 2 | 90 | 200 | M | Sp Su | Only 1st active frame is cancellable with less range than later active frames, making combos character and spacing specific |
2LK | ![]() ![]() |
4 | 3 | 11 | -3 | 0 | 30 | 50 | L | Ch Sp Su | - |
2MK | ![]() ![]() |
5 | 4 | 14 | -4 | KD | 90 | 150 | L | Sp Su | Knocks down, but can juggle into 214LP/PP, 623H/KK, 236KK, 236PP, or Super; KD Adv: +27 |
2HK | ![]() ![]() |
11 | 4 | 22 | -8(-5) | KD | 110 | 200 | L | - | 6-16f low profile (+ semi-low profile before and after); KD Adv: +16~19 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sunrise Heel (Overhead) |
![]() ![]() |
14 (15/16) |
5 | 12 | -4 | 1(2) | 80 | 100 | H | - | 1st active frame hits above/behind Dee Jay; 2nd or 3rd active frame hits depending on opponent's crouching height (1f better Adv vs. short characters) |
Maximum High | ![]() ![]() |
9 | 3 | 18 | -3 | 0 | 80 | 100 | M | TC | Whiffs on crouching opponents; has juggle potential; very long TC confirm window |
+ Funky Summersault | + ![]() ![]() |
6 | 1(2)2 | 13+11 land | -11(-7) | KD | 80*20*50 | 100*20*70 | M | - | 5-17f full invuln (useful for reacting to Focus armor); high juggle potential; Block Adv. varies based on distance, opponent width, stand/crouch; KD Adv: +40 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 19 | - | - | - | 40 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
7 | 6 | - | - | - | 70 | 80 | H | - | - |
j.HP (angled) | ![]() ![]() |
5 | 6 | - | - | - | 120 | 140 | H | - | - |
j.LK (angled) | ![]() ![]() |
3 | 12 | - | - | - | 50 | 60 | H | - | - |
j.MK (angled) | ![]() ![]() |
6 | 4 | - | - | - | 90 | 100 | H | - | - |
j.HK (angled) | ![]() ![]() |
7 | 2*2 | - | - | - | 130 (100) | 150 | H | - | 1 hit with 2 sets of active frames; (Less damage and knocks down vs. airborne opponents) |
j.LP (neutral) | ![]() ![]() |
5 | 19 | - | - | - | 40 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
7 | 8 | - | - | - | 70 | 80 | H | - | - |
j.HP (neutral) | ![]() ![]() |
7 | 3 | - | - | - | 120 | 150 | H | - | Knocks down vs. airborne opponents |
j.LK (neutral) | ![]() ![]() |
5 | 11 | - | - | - | 50 | 60 | H | - | - |
j.MK (neutral) | ![]() ![]() |
9 | 8 | - | - | - | 90 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
9 | 4 | - | - | - | 120 | 150 | H | - | - |
Knee Shot | Air ![]() ![]() |
4 | 20 | - | - | - | 50 | 60 | H | - | Diagonal jump only; causes limited juggle state on airborne opponents; much floatier jump arc than USF4 version |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+12 | 2 | 36 | -22 | KD | 100 | 150 | M | Dash | KD Adv: +11; +30 after Forward Dash, +26 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 2 | 36 | -16 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
64 | 3 | 36 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Swing Over Launch (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +9 |
Flip Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +6 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Air Slasher (Fireball) |
![]() ![]() 236+LP |
s | a | r | B | H | 50 | 50 | M | Su | notes |
MP Air Slasher (Fireball) |
![]() ![]() 236+MP |
s | a | r | B | H | 50 | 50 | M | Su | notes |
HP Air Slasher (Fireball) |
![]() ![]() 236+HP |
s | a | r | B | H | 50 | 50 | M | Su | notes |
![]() (Fireball) |
![]() ![]() 236+PP |
s | a | r | B | H | 50 | 50 | M | FA | notes |
+ ![]() (2nd Fireball) |
+ ![]() |
s | a | r | B | KD | 50 | 50 | M | FA | notes |
LP Machine Gun Upper | ![]() ![]() 214+LP |
s | a | r | B | KD | 90 [150] |
140 [220] |
M | Su | [Mashed version]; Final hit not cancellable |
MP Machine Gun Upper | ![]() ![]() 214+MP |
s | a | r | B | KD | 110 [179] |
140 [238] |
M | Su | [Mashed version]; Final hit not cancellable |
HP Machine Gun Upper | ![]() ![]() 214+HP |
s | a | r | B | KD | 120 [220] |
140 [332] |
M | Su | [Mashed version]; Final hit not cancellable |
![]() |
![]() ![]() 214+PP |
s | a | r | B | KD | 10x12*100 | 0*300 | M | - | No mashed version |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Double Rolling Sobat | ![]() ![]() 236+LK |
s | a | r | B | KD | 120 | 200 | M | Su | notes |
MK Double Rolling Sobat | ![]() ![]() 236+MK |
s | a | r | B | KD | 80*60 | 150*50 | M | Su | 2 hits |
HK Double Rolling Sobat | ![]() ![]() 236+HK |
s | a | r | B | KD | 100*70 | 150*50 | M | Su | 2 hits |
![]() ![]() (EX Sobat) |
![]() ![]() 236+KK |
s | a | r | B | H | 320 | 250 | M | FA | Costs 2 bars |
LK Jackknife Maximum (Upkicks) |
![]() ![]() 623+LK |
s | a | r | B | KD | 140 | 200 | M | - | notes |
MK Jackknife Maximum (Upkicks) |
![]() ![]() 623+MK |
s | a | r | B | KD | 100*50 | 150*50 | M | - | notes |
HK Jackknife Maximum (Upkicks) |
![]() ![]() 623+HK |
s | a | r | B | KD | 80*40x2 | 100*50x2 | M | - | notes |
![]() (Upkicks) |
![]() ![]() 236+KK |
s | a | r | B | KD | 50*140 | 0*200 | M | FA | notes |
LK Waning Moon (Divekick) |
![]() ![]() 63214+LK |
s | a | r | B | H | 80 | 100 | M | - | notes |
MK Waning Moon (Divekick) |
![]() ![]() 63214+MK |
s | a | r | B | H | 80 | 100 | M | - | notes |
HK Waning Moon (Divekick) |
![]() ![]() 63214+HK |
s | a | r | B | H | 80 | 100 | M | - | notes |
![]() (Divekick) |
![]() ![]() 63214+KK |
s | a | r | B | H | 60*50 | 80*70 | H*H | - | 2 hits |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sobat Carnival (Super) |
![]() ![]() ![]() 236236+K |
1+7 | 2(16)3(17) 2(3)1(10) 2(4)2(32)3 |
18 | 0 | KD | 40x6*170 | - | M | - | 1-28f full invuln; KD Adv: +71 |
Sobat Festival (Ultra 1) |
![]() ![]() ![]() 236236+KKK |
0+11 | 2(18)2(25) 2(6)2(22) 2(21)2 |
58 | -29 | KD | 60x5*173 | - | M | - | 1-12f full invuln; all hits are true blockstring; KD Adv: +97 |
Climax Beat (Cinematic Ultra 2) |
![]() ![]() ![]() 214214+PPP |
0+7 | (2(2)x7)*2 | 48 | -33 | KD | 23x2* 8x42*90 |
- | M | - | 1-8f full invuln, 9-12f upper body invuln; occurs if first 2 active frames connect; KD Adv: +19 |
Climax Beat (Non-Cinematic Ultra 2) |
![]() ![]() ![]() 214214+PPP |
0+7 | (2(2)x7)*2 | 48 | -33 | KD | 23x2* 15x5*75 |
- | M | - | 1-8f full invuln, 9-12f upper body invuln; occurs in juggles or if first 2 active frames whiff; KD Adv: +81 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- Dmg/St --
Punishes:
- Dmg/St --
Counterhit Confirms:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: