(Removed button icons from normals sections) |
(Removed button icons from specials section and consolidated some specials in the same template to match other pages.) |
||
Line 95: | Line 95: | ||
{{MoveData | {{MoveData | ||
|image=DongCloseB.jpg | |image=DongCloseB.jpg | ||
|name=c. | |name=c.5B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 509: | Line 509: | ||
|image=DongBackC.jpg | |image=DongBackC.jpg | ||
|name=Ushiro-geri (Back Kick) | |name=Ushiro-geri (Back Kick) | ||
|input= | |input=j.4C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 538: | Line 538: | ||
{{MoveData | {{MoveData | ||
|image=DongAB.jpg | |image=DongAB.jpg | ||
|name= | |name=5A+B | ||
|subtitle=Lower-body evasion attack | |subtitle=Lower-body evasion attack | ||
|caption= | |caption= | ||
Line 567: | Line 567: | ||
{{MoveData | {{MoveData | ||
|image=DongDwnAB.jpg | |image=DongDwnAB.jpg | ||
|name= | |name=2A+B | ||
|subtitle=Upper-body evasion attack | |subtitle=Upper-body evasion attack | ||
|caption= | |caption= | ||
Line 595: | Line 595: | ||
|image=DongTOP.jpg | |image=DongTOP.jpg | ||
|name=Kaiten Dong Hwan (T.O.P. Attack) | |name=Kaiten Dong Hwan (T.O.P. Attack) | ||
|input= | |input=5C+D (T.O.P. Only) | ||
|subtitle=Rotating Don Juan | |subtitle=Rotating Don Juan | ||
|caption= | |caption= | ||
Line 625: | Line 625: | ||
|image=DongThrow.jpg | |image=DongThrow.jpg | ||
|name=Tai Otoshi | |name=Tai Otoshi | ||
|input='''Close''' | |input='''Close''' 4/6C | ||
|subtitle=Body Throw | |subtitle=Body Throw | ||
|caption= | |caption= | ||
Line 653: | Line 653: | ||
|image= | |image= | ||
|name=Tai Hineri | |name=Tai Hineri | ||
|input='''Air Close''' | |input='''Air Close''' 2C | ||
|subtitle=Body Twisting Throw | |subtitle=Body Twisting Throw | ||
|caption= | |caption= | ||
Line 682: | Line 682: | ||
{{MoveData | {{MoveData | ||
|image=DongFwdFeint.jpg | |image=DongFwdFeint.jpg | ||
|name= | |name=6A+C | ||
|subtitle=Forward Feint | |subtitle=Forward Feint | ||
|caption= | |caption= | ||
Line 708: | Line 708: | ||
{{MoveData | {{MoveData | ||
|image=DongDwnFeint.jpg | |image=DongDwnFeint.jpg | ||
|name= | |name=2A+C | ||
|subtitle=Down Feint | |subtitle=Down Feint | ||
|caption= | |caption= | ||
Line 738: | Line 738: | ||
|image=Dong214B.jpg | |image=Dong214B.jpg | ||
|name=Raimei Zan | |name=Raimei Zan | ||
|input= | |input= 214B/D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 744: | Line 744: | ||
First hit whiffs on crouching opponents. <br><br> | First hit whiffs on crouching opponents. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=B | ||
|Damage=10, 10 | |Damage=10, 10 | ||
|Guard=<span style="color:#ff0000;">Overhead</span> | |Guard=<span style="color:#ff0000;">Overhead</span> | ||
Line 760: | Line 760: | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=D | ||
|Damage=12, 12 | |Damage=12, 12 | ||
|Guard=<span style="color:#ff0000;">Overhead</span> | |Guard=<span style="color:#ff0000;">Overhead</span> | ||
Line 784: | Line 784: | ||
|image=DongDwnBandD.jpg | |image=DongDwnBandD.jpg | ||
|name=Hishou Kyaku | |name=Hishou Kyaku | ||
|input= | |input=j.2B/D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 790: | Line 790: | ||
Can beat out upper-body evasion attacks. <br><br> | Can beat out upper-body evasion attacks. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=B | ||
|Damage=10, 5×3 | |Damage=10, 5×3 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 806: | Line 806: | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=D | ||
|Damage=10, 5×3 | |Damage=10, 5×3 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 830: | Line 830: | ||
|image=Dong236B.jpg | |image=Dong236B.jpg | ||
|name=Shiden Kyaku | |name=Shiden Kyaku | ||
|input= | |input=236B/D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=B | ||
|Damage=10 | |Damage=10 | ||
|Guard=Low | |Guard=Low | ||
Line 851: | Line 851: | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=D | ||
|Damage=12 | |Damage=12 | ||
|Guard=Low | |Guard=Low | ||
Line 875: | Line 875: | ||
|image=Dong63214C.jpg | |image=Dong63214C.jpg | ||
|name=Ashi Binta | |name=Ashi Binta | ||
|input= | |input=63214C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=C | ||
|Damage=5×6, 8 | |Damage=5×6, 8 | ||
|Guard=Mid | |Guard=Mid | ||
Line 904: | Line 904: | ||
|image=DongDPAandC.jpg | |image=DongDPAandC.jpg | ||
|name=Kuu Sa Jin | |name=Kuu Sa Jin | ||
|input= | |input= 623A/C (Break OK) | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=A | ||
|Damage=5, 6×3 | |Damage=5, 6×3 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 923: | Line 922: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=3, 2×3 | |Guard Crush Value=3, 2×3 | ||
|description= | |description=1~5F full-body invincibility <br><br> | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=A Break | ||
|Damage=5 | |Damage=5 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 941: | Line 940: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=C | ||
|Damage=8, 4×4, 8 | |Damage=8, 4×4, 8 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 969: | Line 954: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=3, 2×4, 5 | |Guard Crush Value=3, 2×4, 5 | ||
|description= | |description=1~5F full-body invincibility <br><br> | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=C Break | ||
|Damage=8 | |Damage=8 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 988: | Line 973: | ||
}} | }} | ||
}} | }} | ||
===Super Moves=== | ===Super Moves=== | ||
Line 998: | Line 981: | ||
|image =DongjCsuper.jpg | |image =DongjCsuper.jpg | ||
|name =Super Dong Hwan Kyaku | |name =Super Dong Hwan Kyaku | ||
|input = | |input =j.236236A/C | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 1,005: | Line 988: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =A | ||
|Damage=15, 5×5 | |Damage=15, 5×5 | ||
|Guard=Mid | |Guard=Mid | ||
Line 1,022: | Line 1,005: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| header = | | header = | ||
|version = | |version =C | ||
|Damage=18, 6×6, 18 | |Damage=18, 6×6, 18 | ||
|Guard=Mid | |Guard=Mid | ||
Line 1,046: | Line 1,029: | ||
|image = DongDsuper.jpg | |image = DongDsuper.jpg | ||
|name =Raimei Dan | |name =Raimei Dan | ||
|input = | |input =236236B/D | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =B | ||
|Damage=35 | |Damage=35 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,066: | Line 1,049: | ||
1~13F full-body invincibility. Has a projectile hitbox/hurtbox. | 1~13F full-body invincibility. Has a projectile hitbox/hurtbox. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| header = | | header = | ||
|version = | |version =D Lvl.1 | ||
|Damage=6, 35 | |Damage=6, 35 | ||
|Guard=Overhead, <span style="color:#ff0000;">Mid</span> | |Guard=Overhead, <span style="color:#ff0000;">Mid</span> | ||
Line 1,096: | Line 1,064: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=10, 30 | |Guard Crush Value=10, 30 | ||
|description= Lv 1 done without holding D, or D let go within 1~13F after exiting blackout. | |description= 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. <br><br> | |||
Lv 1 done without holding D, or D let go within 1~13F after exiting blackout. | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| header = | | header = | ||
|version = | |version =D Lvl.2 | ||
|Damage=6, 8, 35 | |Damage=6, 8, 35 | ||
|Guard=Overhead, Overhead, <span style="color:#ff0000;">Mid</span> | |Guard=Overhead, Overhead, <span style="color:#ff0000;">Mid</span> | ||
Line 1,117: | Line 1,087: | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| header = | | header = | ||
|version = | |version =D Lvl.3 | ||
|Damage=6, 8, 9, 35 | |Damage=6, 8, 9, 35 | ||
|Guard=Overhead, Overhead, Overhead, <span style="color:#ff0000;">Mid</span> | |Guard=Overhead, Overhead, Overhead, <span style="color:#ff0000;">Mid</span> | ||
Line 1,133: | Line 1,103: | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
Line 1,141: | Line 1,109: | ||
|image =DongHiddenSuper.jpg | |image =DongHiddenSuper.jpg | ||
|name =Ore-sama Houou Kyaku | |name =Ore-sama Houou Kyaku | ||
|input = | |input =236236236C | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =C | ||
|Damage= 9, 4×7, 3×3, 9×5 | |Damage= 9, 4×7, 3×3, 9×5 | ||
|Guard=Mid | |Guard=Mid | ||
Line 1,161: | Line 1,129: | ||
}} | }} | ||
}} | }} | ||
{{Navbox-MOTW}} | {{Navbox-MOTW}} | ||
[[Category:Garou: Mark of the Wolves]] | [[Category:Garou: Mark of the Wolves]] |
Revision as of 22:28, 29 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 | |
---|---|
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
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 |
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. |
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 |
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 |
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
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 |
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. |
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. |