No edit summary |
(Added red text to "Guard" data instead of text note for JDing, replaced some attack data with symbols from data key.) |
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Line 37: | Line 37: | ||
{{MOTW Legend}} | {{MOTW Legend}} | ||
Notes: | |||
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> 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. | |||
Line 73: | Line 81: | ||
|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ / ∞ | ||
|Cancel on Block= | |Cancel on Block=◯ / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Standing jab. | |description=Standing jab. | ||
Line 100: | Line 108: | ||
|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 127: | Line 135: | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=※ | ||
|Cancel on Hit= | |Cancel on Hit=※ | ||
|Cancel on Block= | |Cancel on Block=※ | ||
|Guard Crush Value=3, 3 | |Guard Crush Value=3, 3 | ||
|description=It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo. | |description=It can anti-air jump startups when trying to throw, is double hit and you can feint cancel it to get a combo. | ||
Line 154: | Line 162: | ||
|Hit Adv=-6 | |Hit Adv=-6 | ||
|Block Adv=-6 | |Block Adv=-6 | ||
|Feint Cancel= | |Feint Cancel=※ | ||
|Cancel on Hit= | |Cancel on Hit=※ | ||
|Cancel on Block= | |Cancel on Block=※ | ||
|Guard Crush Value=3, 3 | |Guard Crush Value=3, 3 | ||
|description= | |description= | ||
Line 183: | Line 191: | ||
|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ / ∞ | ||
|Cancel on Block= | |Cancel on Block=◯ / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 210: | Line 218: | ||
|Hit Adv=0 | |Hit Adv=0 | ||
|Block Adv=0 | |Block Adv=0 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 237: | Line 245: | ||
|Hit Adv=-10 | |Hit Adv=-10 | ||
|Block Adv=-10 | |Block Adv=-10 | ||
|Feint Cancel= | |Feint Cancel=△ | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 264: | Line 272: | ||
|Hit Adv=-1 | |Hit Adv=-1 | ||
|Block Adv=-1 | |Block Adv=-1 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 295: | Line 303: | ||
|Hit Adv=+2 | |Hit Adv=+2 | ||
|Block Adv=+2 | |Block Adv=+2 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X / ∞ | ||
|Cancel on Block= | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 322: | Line 330: | ||
|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ / ∞ | ||
|Cancel on Block= | |Cancel on Block=◯ / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 349: | Line 357: | ||
|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 376: | Line 384: | ||
|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=-8 | |Block Adv=-8 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=One of the best sweep in the game. Can be punished with supers or when not spaced properly. | |description=One of the best sweep in the game. Can be punished with supers or when not spaced properly. | ||
Line 406: | Line 414: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= Can beat out upper-body evasion attacks, and can crossup | |description= Can beat out upper-body evasion attacks, and can crossup | ||
Line 431: | Line 439: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 458: | Line 466: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 485: | Line 493: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 515: | Line 523: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=9 | |Guard Crush Value=9 | ||
|description= Can beat out upper-body evasion attacks. | |description= Can beat out upper-body evasion attacks. | ||
Line 543: | Line 551: | ||
|Hit Adv=-1 | |Hit Adv=-1 | ||
|Block Adv=+5 | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description= | |description= | ||
Line 572: | Line 580: | ||
|Hit Adv=-2 | |Hit Adv=-2 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Feint Cancel= | |Feint Cancel=▽ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description=1~5F upper-body invincibility. | |description=1~5F upper-body invincibility. | ||
Line 734: | Line 742: | ||
|caption= | |caption= | ||
|data= | |data= | ||
First hit whiffs on crouching opponents | First hit whiffs on crouching opponents. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|214}}+{{Icon-SNK|B}} | |version={{Motion|214}}+{{Icon-SNK|B}} | ||
|Damage=10, 10 | |Damage=10, 10 | ||
|Guard=Overhead | |Guard=<span style="color:#ff0000;">Overhead</span> | ||
|Startup=19 | |Startup=19 | ||
|Active= | |Active= | ||
Line 756: | Line 762: | ||
|version={{Motion|214}}+{{Icon-SNK|D}} | |version={{Motion|214}}+{{Icon-SNK|D}} | ||
|Damage=12, 12 | |Damage=12, 12 | ||
|Guard=Overhead | |Guard=<span style="color:#ff0000;">Overhead</span> | ||
|Startup=25 | |Startup=25 | ||
|Active= | |Active= | ||
Line 782: | Line 788: | ||
|caption= | |caption= | ||
|data= | |data= | ||
Can beat out upper-body evasion attacks | Can beat out upper-body evasion attacks. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version=Air {{Motion|2}}+{{Icon-SNK|B}} | |version=Air {{Motion|2}}+{{Icon-SNK|B}} | ||
|Damage=10, 5×3 | |Damage=10, 5×3 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=7 | |Startup=7 | ||
|Active= | |Active= | ||
Line 804: | Line 808: | ||
|version=Air {{Motion|2}}+{{Icon-SNK|D}} | |version=Air {{Motion|2}}+{{Icon-SNK|D}} | ||
|Damage=10, 5×3 | |Damage=10, 5×3 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active= | ||
Line 904: | Line 908: | ||
|caption= | |caption= | ||
|data= | |data= | ||
1~5F full-body invincibility | 1~5F full-body invincibility <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= {{Motion|623}} + {{Icon-SNK|A}} | |version= {{Motion|623}} + {{Icon-SNK|A}} | ||
|Damage=5, 6×3 | |Damage=5, 6×3 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active= | ||
Line 926: | Line 928: | ||
|version= {{Motion|623}} + {{Icon-SNK|A}} Break | |version= {{Motion|623}} + {{Icon-SNK|A}} Break | ||
|Damage=5 | |Damage=5 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active= | ||
Line 952: | Line 954: | ||
|caption= | |caption= | ||
|data= | |data= | ||
1~5F full-body invincibility | 1~5F full-body invincibility <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= {{Motion|623}} + {{Icon-SNK|C}} | |version= {{Motion|623}} + {{Icon-SNK|C}} | ||
|Damage=8, 4×4, 8 | |Damage=8, 4×4, 8 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active= | ||
Line 974: | Line 974: | ||
|version= {{Motion|623}} + {{Icon-SNK|C}} Break | |version= {{Motion|623}} + {{Icon-SNK|C}} Break | ||
|Damage=8 | |Damage=8 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active= | ||
Line 1,052: | Line 1,052: | ||
|version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}} | |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}} | ||
|Damage=35 | |Damage=35 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=19 | |Startup=19 | ||
|Active= | |Active= | ||
Line 1,065: | Line 1,065: | ||
|description= | |description= | ||
1~13F full-body invincibility. Has a projectile hitbox/hurtbox. | 1~13F full-body invincibility. Has a projectile hitbox/hurtbox. | ||
}} | }} | ||
}} | }} | ||
Line 1,082: | Line 1,080: | ||
The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D). <br> | The level (the number of hits) of Raimei Dan D increases according to the charging time (holding D). <br> | ||
1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox | 1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| header = | | header = | ||
|version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}} Lv 1 | |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}} Lv 1 | ||
|Damage=6, 35 | |Damage=6, 35 | ||
|Guard=Overhead, Mid | |Guard=Overhead, <span style="color:#ff0000;">Mid</span> | ||
|Startup=17 | |Startup=17 | ||
|Active= | |Active= | ||
Line 1,106: | Line 1,102: | ||
|version ={{Motion|236}},{{Motion|236}} + Hold {{Icon-SNK|D}} Lv 2 | |version ={{Motion|236}},{{Motion|236}} + Hold {{Icon-SNK|D}} Lv 2 | ||
|Damage=6, 8, 35 | |Damage=6, 8, 35 | ||
|Guard=Overhead, Overhead, Mid | |Guard=Overhead, Overhead, <span style="color:#ff0000;">Mid</span> | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 1,123: | Line 1,119: | ||
|version ={{Motion|236}},{{Motion|236}} + Hold {{Icon-SNK|D}} Lv 3 | |version ={{Motion|236}},{{Motion|236}} + Hold {{Icon-SNK|D}} Lv 3 | ||
|Damage=6, 8, 9, 35 | |Damage=6, 8, 9, 35 | ||
|Guard=Overhead, Overhead, Overhead, Mid | |Guard=Overhead, Overhead, Overhead, <span style="color:#ff0000;">Mid</span> | ||
|Startup= | |Startup= | ||
|Active= | |Active= |
Revision as of 19:10, 4 October 2023
Introduction
To come.
Gameplay
To come.
Strengths | Weaknesses |
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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 | |
---|---|
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
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. |
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 |
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. |
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
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 |
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 |
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 |
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
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 |
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 |
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 |
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
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 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 6 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 |
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
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
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 | |
|
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. |
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+34 | - | - | - | - | |
Normal 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
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). |
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
Super Moves
1~15F full-body invincibility. The last hit, for every level, has a projectile hitbox/hurtbox.