Introduction
Kevin Rian
>Got his knife removed during development because it created balance issues
>Still Top 1
>Bingo!
Gameplay
TBD
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/30.html and https://w.atwiki.jp/garoumow/pages/74.html
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
HitBox: | A predefined area (usually a group of rectangles or circles) that tell 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 or circles) 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: | Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".) |
Command | the input for the attack. |
Start Up | The number of frames that initiate at the beginning of an attack after the input.
And when the first hitbox is present.
The first active frame is after the last startup 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 modified for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decrease your guard durability gauge/meter by that value/s |
+ | signifies how many advantage frames the attacker has. |
- | signifies how many disadvantage frames the attacker has. |
KD | means the attack will knock the opponent down. |
◯ | circle means cancelable on both hit/block. |
∞ | infinity means chain cancelable with the same button (renda cancel). |
※ | means cancelable on the first hit/part only. |
《 》OR « » OR << >> OR ( ) | The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame). |
△ | up triangle means only cancelable on block. |
▽ | down triangle means only cancelable on hit. |
× OR X | means not cancelable. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 9 | 17 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+2 | +2 | ◯ | ◯ / ∞ | ◯ / ∞ | 4 |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 3 | 10 | 17 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+2 | +2 | ◯ | ◯ / ∞ | ◯ / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 6 | 1 | 29 | 36 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-9 | -9 | ◯ | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-9 | -9 | △ | X | ◯ | 5 |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 3 | 10 | 16 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+2 | +2 | ◯ | ◯ / ∞ | ◯ / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 9 | 4 | 17 | 30 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-6 | -6 | X | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | Mid | 11 | 4 | 28 | 43 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-11 | -11 | X | X | X | 10 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 3 | 27 | 41 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-9 | -9 | △ | X | ◯ | 5 |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 3 | 10 | 17 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+2 | +2 | ◯ | ◯ / ∞ | ◯ / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 5 | 3 | 10 | 18 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+2 | +2 | No | No | No | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 6 | 3 | 25 | 34 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-7 | -7 | ◯ | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 7 | 2 | 31 | 40 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -12 | X | X | X | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 4 | 9 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 8 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 9 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 5 |
Small Jump C has 9 damage. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 12 | 6 | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | X | X | 5 |
Small Jump D has 9 damage. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Low, Mid | 7 | 2, 《14》, 7 | 16 | 46 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-2 | -2 | X | X | X | 4, 4 |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 22 | 6 | 13 | 41 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
0 | +6 | X | X | X | 6 |
Overhead. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 8 | 3 | 22 | 33 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
-6 | 0 | ▽ | ◯ | X | 6 |
1~8F upper-body invincibility Kevin has the only 2AB in the game that doesn't expose a hurtbox before being active, which makes it much more reliable. Every other characters has a hurtbox that appears before being active, so if an active hitbox was there (ex: jump ins, delayed normals), they get hit even if the move didn't hit the low part. In this situation the worst case scenario for Kevin is a trade, for everyone else it's a full combo. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7x3 (base damage) | Mid | 10 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
KD | -5 | - | - | - | 9×3 |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
+48 | - | - | - | - | - |
Normal throw. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | - | - | - |
Mimics the start of Hell Rotor. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value |
- | - | - | - | - | - |
Mimics the start of cl.5C or f.5C. |
Special Moves
A Lvl.1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
14 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | - | - | - | 7 | |
No charge. (Charge can't be held past 1~9F of startup.) | ||||||
[A] Lvl.2 | Damage | Guard | Startup | Active | Recovery | Total |
20 | Mid | 15-34 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -14 | - | - | - | 8~10 | |
Charge held past 9 frames of startup, between the window of 10~29F of startup (20 frame window). (How long you hold increases the startup by that amount.) | ||||||
[A] Lvl.3 | Damage | Guard | Startup | Active | Recovery | Total |
26 | Mid | 35-66 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -14 | - | - | - | 8~10 | |
Charge held past 29 frames of startup, between the window of 30~61F (max) of startup (32 frame window). (How long you hold increases the startup by that amount.) | ||||||
C Lvl.1 | Damage | Guard | Startup | Active | Recovery | Total |
15 | Overhead | 20 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | - | - | - | 7 | |
No charge. (Charge can't be held past 1~15F of startup.) | ||||||
[C] Lvl.2 | Damage | Guard | Startup | Active | Recovery | Total |
19 | Overhead | 21-40 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | - | - | - | 8 | |
Charge held past 15 frames of startup, between the window of 16~35F of startup (20 frame window). (How long you hold increases the startup by that amount.) | ||||||
C Lvl.3 | Damage | Guard | Startup | Active | Recovery | Total |
23 | Overhead | 41-72 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -8 | - | - | - | 10 | |
Charge held past 35 frames of startup, between the window of 36~67F of startup (32 frame window). (How long you hold increases the startup by that amount.) |
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10, 10 | - | 8 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | - | - | - | - | - | |
C | Damage | Guard | Startup | Active | Recovery | Total |
12, 12 | - | 9 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | - | - | - | - | - |
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | - | |
Advance forward with a low-profile crawl. | ||||||
--- A (Follow-up) |
Damage | Guard | Startup | Active | Recovery | Total |
20 | Low | 9 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -11 | - | - | - | 7 | |
Low follow-up | ||||||
--- B (Follow-up) |
Damage | Guard | Startup | Active | Recovery | Total |
20 | Overhead | 17 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -10 | - | - | - | 7 | |
Overhead follow-up | ||||||
--- C (Follow-up) |
Damage | Guard | Startup | Active | Recovery | Total |
0 | - | - | - | - | 7 | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | - | |
Cancels Creeper. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
0 | - | - | - | - | 32 | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | - | |
1~11F full-body invincibility. 12~20F airborne hurtbox. |
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 15 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | -1 | - | - | - | 7 | |
1~4F full-body invincibility. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
16 | Mid | 18 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | - | - | - | - | 8 | |
1~4F full-body invincibility. Whiffs against opponents on the ground. |
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
9, 12 | Low, Mid | 10 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -22 | - | - | - | 7 | |
Follow-up is a hitgrab that whiffs or is blocked after guarding the first hit. The follow-up can be air JDed. | ||||||
B Break | Damage | Guard | Startup | Active | Recovery | Total |
9 | Low | 10 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | +11 | - | - | - | 7 | |
D | Damage | Guard | Startup | Active | Recovery | Total |
9, 12 | Low, Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -25 | - | - | - | 8 | |
Follow-up is a hitgrab that whiffs or is blocked after guarding the first hit. The follow-up can be air JDed. | ||||||
D Break | Damage | Guard | Startup | Active | Recovery | Total |
9 | Low | 14 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | +9 | - | - | - | 8 |
Super Moves
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
3, 3, 11, 11, 11 | Mid | 3 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | - | - | - | 3×2, 4, 3×2 | |
1~6F full-body invincibility, 7~14F lower-body invincibility, 15~18F upper-body invincibility. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
2, 2, 10, 10, 10, 32 | Mid | 3 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -25 | - | - | - | 4×2, 5×3, 20 | |
1~7F full-body invincibility, 8~14F lower-body invincibility. |
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
21 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | +1 | - | - | - | 7 | |
1~7F full-body invincibility, 10~11F full-body invincibility. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
7, 8, 9, 10, 11 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Feint Cancel | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | +3 | - | - | - | 10 | |
1F full-body invincibility. |