MANTIS STYLE
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
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Stun
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Gain
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Cancel Ability
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Startup
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Active
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Recovery
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On Guard
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On Hit
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Notes
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Standing
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HL
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25
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50
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20
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ch/sp/su
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3
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2
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7
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+3
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+5
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Standing
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HL
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55
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100
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40
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sp/su
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4
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5
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8
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+5
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+6
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Standing
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HL
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70*40
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100*100
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40*20
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sp/su*-
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5
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2*4
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17
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-3
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+1
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1st hit forces stand, 1st hit cancellable
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Standing
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HL
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40
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50
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20
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su
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5
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4
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13
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-3
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-2
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Standing
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HL
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60
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100
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40
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sp/su
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5
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3
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17
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-2
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-1
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Standing
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HL
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110
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200
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60
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-
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8
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2
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20
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-4
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0
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crouch
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HL
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20
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50
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20
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ch/sp/su
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4
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2
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7
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+2
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+5
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crouch
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HL
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70
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100
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40
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sp/su
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5
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4
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11
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-1
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+1
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crouch
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HL
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100
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200
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60
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-
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7
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4
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19
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-5
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-1
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crouch
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L
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30
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50
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20
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ch/sp/su
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4
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2
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8
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+1
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+4
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crouch
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L
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70
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100
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40
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sp/su
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7
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3
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14
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-3
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-1
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crouch
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L
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85
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100
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60
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-
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8
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3
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22
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-7
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-
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Hard knockdown
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Jump
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H
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40
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50
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20
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-
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4
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7
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-
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-
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-
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Jump
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H
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70
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100
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40
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-
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5
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5
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-
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-
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-
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Jump
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H
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100
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200
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60
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-
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6
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4
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-
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-
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-
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Jump
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H
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50
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50
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20
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-
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5
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8
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-
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-
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-
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Jump
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H
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80[70]
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100
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40
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-
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4
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8
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-
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-
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-
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Neutral jump damage 80, jump forward/backwards damage 70
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Jump
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H
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100
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200
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60
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-
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6
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3
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-
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-
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-
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Switch Stance
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-
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-
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-
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-
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-
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-
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-
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Total 5
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-
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-
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c. > c.
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L
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70
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100
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40
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sp/su
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7
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3
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14
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-3
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-1
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>
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HL
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40
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100
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40
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sp/su
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5
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3
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17
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-2
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-1
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Focus Attack LVL 1
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HL
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60
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100
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20
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-
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10+11
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2
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35
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-21
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-18
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Focus Attack LVL 2
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HL
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90
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150
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40
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-
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18+11
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2
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35
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-15
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-
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Focus Attack LVL 3
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-
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150
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200
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60
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-
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65
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2
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35
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-
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-
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Forward Throw
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0.99
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130
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100
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Back Throw
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1.09
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120
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100
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Hyakurenkou
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HL
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16xn
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20xn
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10/5xN
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su
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5
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3(5)3(5)3(5)3[(2)3(5)3(5)3]
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17
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+5
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+9
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Armor break, [] refers to extension (repeats), 1st-2nd hit cancellable
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Hyakurenkou
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HL
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16xn
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20xn
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10/5xN
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su
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4
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3(3)3(3)3(3)3[(2)3(3)3(3)3]
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17
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+5
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+9
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Armor break, [] refers to extension (repeats), 1st-2nd hit cancellable
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Hyakurenkou
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HL
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16xn
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20xn
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10/5xN
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su
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3
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3(3)3(3)3(3)3[(2)3(3)3(3)3]
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17
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+5
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+9
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Armor break, [] refers to extension (repeats), extension cannot be cancelled
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Hyakurenkou
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HL
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16xn
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20xn
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-250/0
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su
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3
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3(3)3(3)3(3)3[(2)3(3)3(3)3]
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17
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+5
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+9
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Armor break, [] refers to extension (repeats), 1st-4th hit cancellable
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Gekirou
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HL
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100*10x4*20
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80*10x5
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20/20*5x5
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-
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5
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15
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14+8
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-35
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-
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1~3f Invincible, 4f unthrowable, 5f~ airborne, on hit/block 5 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Gekirou
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HL
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100*10x5*40
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80*10x6
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20/20*5x5*10
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-
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7
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15
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17+8
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-35
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-
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1~4f Invincible, 5~6f unthrowable, 7f~ airborne, 7th hit hard knockdown, on hit/block 6 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Gekirou
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HL
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100*10x6*90
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80*10x6*80
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20/20*5x6*10
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-
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7
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15
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18+8
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-35
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-
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1~4f Invincible, 5~6f unthrowable, 7f~ airborne, 8th hit hard knockdown, on hit/block 7 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Gekirou
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HL
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100*10x6*90
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80*10x6*80
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-250/0
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-
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7
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15
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18+8
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-35
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-
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1~7f Invincible, 7f~ airborne, 8th hit hard knockdown, on hit/block 6 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Zanei
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HL
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20*280
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0
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-1000/0
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-
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1+5
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16
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66
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-61
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-
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1~10f Invincible, 1~20f can pass through opponent, floats opponent, armor break, 1st hit goes into animation
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Zanei
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HL
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20*280
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0
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-1000/0
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-
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1+5
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16
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66
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-61
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-
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1~7f Invincible, 1~20f can pass through opponent, floats opponent, armor break, 1st hit goes into animation
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Zanei
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HL
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20*280
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0
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-1000/0
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-
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1+5
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16
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66
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-61
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-
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1~4f Invincible, 1~20f can pass through opponent, floats opponent, armor break, 1st hit goes into animation
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Ultra Combo 1
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HL
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405
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0
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0/0
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-
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0+11
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11
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59
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-49
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-
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1~11f Invincible, 1~20f can pass through opponent, hard knockdown, armor break, 1st hit goes into animation
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Ultra Combo 2
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HL
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23*420
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0
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0/0
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-
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0+7
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2(6)2(6)2(6)2
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33
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-10
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-
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1~9f Invincible, hard knockdown, armor break, 2nd hit does recoverable damage, hit on grounded opponents goes into animation
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CRANE STYLE
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
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Stun
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Gain
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Startup
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Active
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Recovery
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On Guard
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On Hit
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Notes
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Standing
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HL
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30
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50
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20
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ch/sp/su
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4
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3
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12[13]
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-4[-3]
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-2[-1]
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[] refers to far version
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Standing
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H*H
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50*50
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50*50
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20*20
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-
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18
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2*2
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22
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-3
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+1
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Standing
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L*HL
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100*100
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100*100
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40*20
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-
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17
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2*4
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19
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-5
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0
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1st hits low, 2nd hit forces stand
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Standing
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HL
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40
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50
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20
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su
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8
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4
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13
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-3
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-2
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Standing
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HL
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100
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100
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40
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-
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7
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4
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22
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-5
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-1
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Standing
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HL
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70*50
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100*100
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40*20
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-
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5
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3(9)2
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22
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-6
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-2
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[air hit] 1st hit limited juggle knockdown, 2nd hit pursuit property
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crouch
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HL
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40
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50
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20
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sp/su
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4
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2
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9
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0
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+3
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crouch
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HL
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70
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100
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40
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sp/su
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5
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4
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13
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-3
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-1
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crouch
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HL
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180
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300
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60
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-
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21
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5
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16
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-3
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+1
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[counter-hit] limited juggle knockdown
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crouch
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L
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30
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50
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20
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sp/su
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5
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6
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16
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-8
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-
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floats opponent
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crouch
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L
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80
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100
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40
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su
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8
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3
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21
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-1
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+1
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1~25f head projectile invincible
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crouch
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HL
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120
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150
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60
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-
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5
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5
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29
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-16
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-12
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Jump
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H
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50
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50
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20
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-
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4
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7
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-
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-
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-
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Jump
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H
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80[90]
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100
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40
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-
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4
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5
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-
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-
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-
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Neutral jump damage 80, jump forward/backwards damage 90
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Jump
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H
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100[110]
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200
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60
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-
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5
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7
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-
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-
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-
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Neutral jump damage 100, jump forward/backwards damage 100
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Jump
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H
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40
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50
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20
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-
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4
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9
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-
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-
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-
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Jump
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H
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90[70]
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100
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40
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-
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4
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6[8]
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-
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-
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-
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Neutral jump version, [] refers to jump forward/backwards
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Jump
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H
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100
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200
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60
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-
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6
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3
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-
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-
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-
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[air-hit] limited juggle knockdown
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Switch Stance
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-
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-
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-
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-
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-
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-
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-
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Total 5
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-
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-
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Shakudan (overhead)
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H
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50
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50
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20
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-
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4
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2
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-
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-
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-
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pursuit property
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Focus Attack LVL 1
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HL
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60
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100
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20
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-
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10+11
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2
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35
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-18
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-21
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Focus Attack LVL 2
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HL
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90
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150
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40
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-
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18+11
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2
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35
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-15
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-
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Focus Attack LVL 3
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-
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150
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200
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60
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-
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65
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2
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35
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-
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-
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Forward Throw
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0.99
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130
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100
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Back Throw
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1.09
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120
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100
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Jasen
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HL
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20x2*60
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20x2*80
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20/8x2*20
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su(x3)
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6
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3(5)1(5)4
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20
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-3
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+1
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charge 60f
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Jasen
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HL
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20x3*65
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20x3*80
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20/8x3*20
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su(x4)
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6
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3(7)3(11)1(5)4
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20
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-3
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+1
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charge 60f
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Jasen
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HL
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20x4*70
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20x4*80
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20/8x4*20
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su(x5)
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6
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3(7)3(12)3(11)1(5)4
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20
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-3
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+1
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charge 60f
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Jasen ( )
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HL
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20x3*80
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50x3
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-250/0
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su(x5)
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6
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3(5)1(5)4
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20
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-3
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+1
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1~23f projectile invincible, charge 60f
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Jasen ( )
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HL
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20x4*80
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50x4
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-250/0
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su(x5)
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6
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3(7)3(11)1(5)4
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20
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-3
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+1
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1~39f projectile invincible, charge 60f
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Jasen ( )
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HL
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20x4*80
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50x5
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-250/0
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su(x5)
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6
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3(7)3(12)3(11)1(5)4
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20
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-3
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+1
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1~54f projectile invincible, charge 60f
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Oga
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-
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-
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-
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-
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-
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-
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-
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Total 27
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-
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-
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7f~ airborne, after activation can cancel into followup, charge 60f
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Oga
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-
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-
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-
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-250/0
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-
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-
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-
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Total 27
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-
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-
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1f~ until wall projectile and throw invincible, 7f~ airborne, can pass through opponents, after activation can cancel into followup, charge 60f
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Oga Stop
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-
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-
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-
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-
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-
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-
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-
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Total 30
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-
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-
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16 grounded recovery frames
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Oga Close
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H
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100[150]
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150
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30/50
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-
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13
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6
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After landing 13
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-8
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-
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floats opponent, armor break, [] refers to EX version
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Oga Far
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H
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100[150]
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150
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30/50
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-
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7
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7
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After landing 13
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-13
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-
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floats opponent, armor break, [] refers to EX version
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Oga Ceiling
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-
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-
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-
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-
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-
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-
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-
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Total 64
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-
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-
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16 grounded recovery frames, can cancel into followup until 26f
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Oga Ceiling Drop
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H
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100[150]
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150
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30/50
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-
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3
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15
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After landing 13
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-
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-
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floats opponent, armor break, [] refers to EX version
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Oga Super Close
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H
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100[150]
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150
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30/50
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-
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3
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14
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1 + After landing 12
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-
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-
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floats opponent, armor break, [] refers to EX version, can perform right version until 6 or 3f (?), can perform left version until 4 or 1f (?)
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Super Combo
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-
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320
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0
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-1000/0
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-
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1+1
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19
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16 + After landing 16
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-
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-
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1~3f Invincible, 1f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents
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Ultra Combo 1
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-
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398
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0
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0/0
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-
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0+11
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8
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25 + After landing 28
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-
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-
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1~11f Invincible, 11f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents
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Ultra Combo 2
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H
|
428
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0
|
0/0
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-
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0+10
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until ground
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After landing 26
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-
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-
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1~9f Invincible, 10f~until landing projectile invincible, hard knockdown, armor break
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Block
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Super Meter
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Frames
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Move Name
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HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|