(Removed button icons from specials section and consolidated some specials in the same template to match other pages.) |
(→Move List: move IDs) |
||
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===Close Standing Normals=== | ===Close Standing Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5A</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5B</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5C</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5D</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Far Standing Normals=== | ===Far Standing Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5A</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5B</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5C</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5D</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Crouching Normals=== | ===Crouching Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2A</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2B</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2C</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2D</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Jumping Normals=== | ===Jumping Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jA</span> ===== | ||
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{{MoveData | {{MoveData | ||
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}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jB</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jC</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jD</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Command Normals=== | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">j4C</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Universal Moves=== | ===Universal Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">T.O.P. Attack (5CD)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Throws=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ground Throw</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Air Throw</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Feints=== | ===Feints=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Forward Feint (6AC)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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< | ===== <span class="invisible-header">Down Feint (2AC)</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=DongDwnFeint.jpg | |image=DongDwnFeint.jpg | ||
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===Special Moves=== | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Raimei Zan (214K)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Hishou Kyaku (j2K)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Shiden Kyaku (236K)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ashi Binta (63214C)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Kuu Sa Jin (623P)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===Super Moves=== | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Super Dong Hwan Kyaku (j236236P)</span> ===== | ||
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{{MoveData | {{MoveData | ||
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===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Raimei Dan (236236K)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ore-sama Houou Kyaku (236236236C)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData |
Revision as of 05:32, 31 May 2024
Introduction
To come.
Gameplay
To come.
Strengths | Weaknesses |
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|
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Character Colors
Move List
Frame Data Source : http://www13.atwiki.jp/garoumow/pages/21.html and https://w.atwiki.jp/garoumow/pages/72.html
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
- For P-Power Raimei Dan 236(x2)D, the last hit, for every level, is impossible to just defend at 0-pixel health bar.
Standing, Crouching and Running | Taunt | Jumping (35 total frames) |
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Super Jump: Press , then
/
/
Dong cannot JD during a superjump, allowing opponents to anti air
Wall Jump: Jump towards a wall and then press the opposite direction to it. Dong retains his air JD ability after wall jump. It is a good tool to escape the corner.
Close Standing Normals
Close 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 | |
Standing jab. |
Close 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | ◯ | ◯ | 4 |
Close 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 5 | 1, 4 | 22 | 32 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | ※ | ※ | 3, 3 | |
It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo. |
Close 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 4 | 1, 《5》, 3 | 24 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | ※ | ※ | 3, 3 |
Far Standing Normals
Far 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 |
Far 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 4 | 3 | 12 | 19 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | 0 | ◯ | ◯ | 4 |
Far 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 12 | 3 | 28 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-10 | -10 | X | ◯ | 5 |
Far 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 13 | 2 | 20 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | X | X | 5 | |
Note: It's possible to reduce the move's overall recovery by canceling its landing recovery. |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Low | 5 | 4 | 9 | 18 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | X / ∞ | X / ∞ | 4 |
2B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 |
2C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 3 | 14 | 22 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | ◯ | ◯ | 5 |
2D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 7 | 4 | 25 | 36 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | X | X | 5 | |
One of the best sweep in the game. Can be punished with supers or when not spaced properly. |
Jumping Normals
jA
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | High | 5 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 | |
Can beat out upper-body evasion attacks, and can crossup |
jB
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 |
jC
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 6 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 |
jD
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 8 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 |
Command Normals
j4C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 4 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 9 | |
Can beat out upper-body evasion attacks. |
Universal Moves
Lower-body Evasion Attack (5AB)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 25 | 1 | 19 | 45 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | X | X | 6 | |
|
Upper-body Evasion Attack (2AB)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 10 | 2 | 19 | 31 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | +4 | ◯ | X | 6 | |
1~5F upper-body invincibility. |
T.O.P. Attack (5CD)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10, 3×4 (base damage) | Mid | 8 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | - | - | 2, 3×4 |
Throws
Ground Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+34 | - | - | - | - | |
Normal throw. |
Air Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
16 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+40 | - | - | - | - | |
Air throw. |
Feints
Forward Feint (6AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Shiden-kyaku B (front stomp). |
Down Feint (2AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Shiden-kyaku D (back stomp). Try to use this feint for Dong, it has less pushback. |
Special Moves
Raimei Zan (214K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10, 10 | Overhead | 19 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 3, 3 | ||
D | Damage | Guard | Startup | Active | Recovery | Total |
12, 12 | Overhead | 25 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 | -2 | - | - | 4, 4 |
Hishou Kyaku (j2K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10, 5×3 | Mid | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
0 or more (up to -4) | 0 or more (up to -4) | - | - | 2×4 | ||
B version travels slower. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
10, 5×3 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
0 or more (up to -4) | 0 or more (up to -4) | - | - | 2×4 | ||
D version travels faster, such that there are usually 3 hits, rather than 4 hits. |
Shiden Kyaku (236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 | Low | 22 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+13 | +13 | - | - | 7 | ||
D | Damage | Guard | Startup | Active | Recovery | Total |
12 | Low | 25 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +9 | - | - | 8 |
Ashi Binta (63214C)
C | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
5×6, 8 | Mid | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 1×7 |
Kuu Sa Jin (623P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
5, 6×3 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -30 | - | - | 3, 2×3 | ||
1~5F full-body invincibility | ||||||
A Break | Damage | Guard | Startup | Active | Recovery | Total |
5 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 3 | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
8, 4×4, 8 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -29 | - | - | 3, 2×4, 5 | ||
1~5F full-body invincibility | ||||||
C Break | Damage | Guard | Startup | Active | Recovery | Total |
8 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 3 |
Super Moves
Super Dong Hwan Kyaku (j236236P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15, 5×5 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -39 | - | - | 5×6 | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
18, 6×6, 18 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -69 | - | - | 10, 7×7 |
Raimei Dan (236236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
35 | Mid | 19 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -5 | - | - | 20 | ||
1~13F full-body invincibility. Has a projectile hitbox/hurtbox. | ||||||
D Lvl.1 | Damage | Guard | Startup | Active | Recovery | Total |
6, 35 | Overhead, Mid | 17 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +5 | - | - | 10, 30 | ||
The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D). Lv 1 done without holding D, or D let go within 1~13F after exiting blackout. | ||||||
D Lvl.2 | Damage | Guard | Startup | Active | Recovery | Total |
6, 8, 35 | Overhead, Overhead, Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +5 | - | - | 10, 10, 30 | ||
Lv 2 done holding D for a moment, within 14~18F after exiting blackout. | ||||||
D Lvl.3 | Damage | Guard | Startup | Active | Recovery | Total |
6, 8, 9, 35 | Overhead, Overhead, Overhead, Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +5 | - | - | 10, 10, 20, 30 | ||
Max Lv 3 done holding D even longer, from 19~23F after exiting blackout. |
Ore-sama Houou Kyaku (236236236C)
C | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
9, 4×7, 3×3, 9×5 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -10 | - | - | 20 | ||
1F full-body invincibility. |