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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
|
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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Close
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HL
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30
|
50
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20
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ch/sp/su
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3
|
3
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6
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+2
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+5
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|
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Close
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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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3
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3
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21
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-3
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+3
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Close
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HL
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100[80]
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200[150]
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60
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sp/su
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5
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7
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26
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-15
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-10
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Forces stand, [] refers to active frames 3~5f
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Close
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HL
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30
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50
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20
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-
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5
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5
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7
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-1
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+2
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|
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Close
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HL
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80
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100
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40
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sp/su
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3
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5
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16
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-7
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-2
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Close
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HL
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40*70
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125*75
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60*20
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su
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8
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8(2)4
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15
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-1
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+4
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Far
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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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6
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+2
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+5
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Far
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HL
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80
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100
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40
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sp/su
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5
|
4
|
14
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-4
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-1
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|
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Far
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HL
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120
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200
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60
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-
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8
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3
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15
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0
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+4
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Far
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HL
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40
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50
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20
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-
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5
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6
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6
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-1
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+2
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Far
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HL
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80
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100
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40
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-
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8
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2
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17
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-5
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-2
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Far
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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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9
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4
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20
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-6
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-2
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crouch
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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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3
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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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60
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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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4
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8
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+2
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+5
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crouch
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HL
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90
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200
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60
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sp/su
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4
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8
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28
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-18
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-13
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Forces stand
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crouch
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L
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20
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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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3
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9
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-1
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+2
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crouch
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L
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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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14
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-3
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0
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crouch
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L
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90
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100
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60
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-
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5
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4
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28
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-14
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-
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Untechable knockdown
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Jump up
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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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10
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7
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump up
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H
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80
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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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Legs projectile invincible until end of active frames
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Jump up
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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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5
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump up
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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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5
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9
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump up
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H
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80
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100
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40
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-
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6
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10
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump up
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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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4
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4
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump forward
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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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Legs projectile invincible until end of startup frames
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Jump forward
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H
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50*30
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50*50
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40*20
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-
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7
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3*4
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-
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-
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-
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Legs projectile invincible until end of startup frames, [1st air hit] floats opponent, [2nd air hit] knock down and can juggle
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Jump forward
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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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5
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump forward
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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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8
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump forward
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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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6
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6
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Jump forward
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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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7
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7
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-
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-
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-
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Legs projectile invincible until end of startup frames
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Overhead +
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H
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30*50
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50*50
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40*20
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-
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17
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1(1)2
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14
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-2
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+3
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+1 hit advantage on crouching opponents
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+
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HL
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40*50
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50*50
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60*20
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sp/su
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17
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2*2
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18
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0
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+4
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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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21
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2
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35
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-21
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-21
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Focus attack LVL 2
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HL
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80
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150
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40
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-
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17+12
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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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140
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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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0.9
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130
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140
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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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Untechable knockdown
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Back throw
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0.9
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130
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120
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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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Untechable knockdown
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Hadoken
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HL
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60
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100
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10/20
|
su
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13
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-
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45
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-6
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-2
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[air hit] knock down, 16~17f focus cancellable
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Hadoken
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HL
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50*50
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50*50
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-250/0
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su
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12
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-
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40
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+1
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-
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knock down, can juggle, 15~16f focus cancellable
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Shoryuken
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HL
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100[70]
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200[100]
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30/40
|
su
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3
|
14
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14+10
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-17
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-
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1~2f Invincible, 3~4f unthrowable, 3~16f lower body invincibility, 4f~ airborne, knock down, [] refers to active frames 3~14f
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Shoryuken
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HL
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80*50
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150*50
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20/20*20
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su
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3
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2*12
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25+18
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-34
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-
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1~5f Invincible, 6~16f lower body invincibility, 5f~ airborne, knock down, [2nd hit] can juggle
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Shoryuken
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HL
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100*50
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150*50
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20/20*20
|
su
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3
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2*12
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28+18
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-37
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-
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1~2f Invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3f~ airborne, knock down, [2nd hit] can juggle
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Shoryuken
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HL
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80*60
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100*100
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-250/0
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su
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3
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2*12
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30+18
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-39
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-
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1~16f Invincible, 6f~ airborne, knock down, [2nd hit] can juggle
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Hurricane Kick
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HL
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100
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200
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30/30
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-
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11
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2(6)2
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12+5
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-6
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-
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7~20f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit] aimed backwards
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Hurricane Kick
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HL
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110
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200
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30/30
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-
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12
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2(6)2(6)2(6)2(6)2
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18+3
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-2
|
-
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7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards
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Hurricane Kick
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HL
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120
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200
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30/30
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-
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12
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2(6)2(6)2(6)2(6)2
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18+3
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-2
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-
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7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards
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Hurricane Kick
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HL
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30x4*40
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40x5
|
-250/0
|
-
|
11
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1(3)1(3)1(3)1(3)1
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18+3
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-1
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-
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6~27f lower body immune to projectiles, 6f~ airborne, [1st-4th hit] forces stand, [air hit, 5th hit] knock down, armor break, can juggle, [2nd, 4th hit] aimed backwards
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Hurricane Kick
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HL
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70
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100
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10/40
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-
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9
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2(6)2(6)2
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After landing 10
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-
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-
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knock down, [2nd, 4th hit] aimed backwards
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Hurricane Kick
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HL
|
80
|
100
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10/40
|
-
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9
|
2(6)2(6)2
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After landing 10
|
-
|
-
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knock down, [2nd, 4th hit] aimed backwards
|
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Hurricane Kick
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HL
|
90
|
100
|
10/40
|
-
|
9
|
2(6)2(6)2
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After landing 10
|
-
|
-
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knock down, [2nd, 4th hit] aimed backwards
|
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Hurricane Kick (air)
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HL
|
40x5
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50x5
|
-250/0
|
-
|
7
|
1(3)1(3)1(3)1(3)1
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4
|
-
|
-
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knock down, can juggle, [2nd, 4th hit] aimed backwards
|
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Super Combo
|
HL
|
50x4*100
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0
|
-1000/0
|
-
|
1+2
|
-
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Total 52
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+11
|
-
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1f Invincible, [1st-4th air hit] untechable knockdown, [5th hit] untechable knockdown, can juggle
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Ultra Combo 1
|
HL
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42x7*75
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0
|
0/0
|
-
|
0+11
|
-
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Total 120
|
-25
|
-
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1~9f Invincible, [1st-7th air hit] or [8th hit] untechable knockdown, can juggle
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Ultra Combo 2
|
HL
|
270*38x4*50x3[270*233]
|
0
|
0/0
|
-
|
0+8
|
3*3x7
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43+41
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-84
|
-
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1~10f Invincible, 11~31f lower body invincibility, 11f~ airborne, untechable knockdown, [2nd hit] (translate) can juggle, armor break, 1st hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit
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Block
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Super Meter
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Frames
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|
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Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|