Movelist
Normals
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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3 | 2 | 17 | 3 | - | - | +2 | 0 | -3 | ||||||||||||
A small ice spike. Mainly used in combos, apart from that it doesn't have much use apart from being a decent poke while in midair.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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5 | 2 | 19 | 9 | - | - | +5 | +3 | -5 | ||||||||||||
Fuckin useless. You'll probably never use this button unless you're misinputting 66C [BC]
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | 20 | 15 | - | - | +9 | +7 | -6 | ||||||||||||
Amazing button. Great hitbox, great in combos, and a pretty good anti air too. Walk cancelling this move will be your best meter build at fullscreen.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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4 | 3 | 12 | 3 | - | - | +6 | +4 | +1 | ||||||||||||
Really great poke for getting enemies into that UB. Can cancel into moves such as 5C making it a very valuable combo starter
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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5 | 1 | 18 | 12 | - | - | +7 | +5 | +3 | ||||||||||||
2B isn't too great. It's not got the fastest startup, pretty slow recovery, and can only be cancelled into either supers or a move that you can't combo off without icicles.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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8 | 1 | 27 | 16 | - | - | Knockdown | -4 | -12 | ||||||||||||
Hard knockdown. Hitbox is surprisingly small. Doesn't give an awful lot of frame advantage. Not much to say about this one it just kinda sucks.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28 | - | - | 4 | - | - | +10 | +1 | +4 | ||||||||||||
Petshop fires three of these projectiles that fly straight forward. Builds quite a bit of meter on hit. No chip damage.
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Dashing Normals
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 1 | 9 | 3 | - | - | +11 | +9 | +6 | ||||||||||||
The fucking amazing godlike move. You'll be using the dashing version to set up most of your unblockables. Mistime your icicles and go for a d.2A too soon? Not a problem. This shit combos into 2A which can also be used as a blockstring to push opponents into icicles.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 1 | 27 | 9 | - | - | -2 | -4 | -12 | ||||||||||||
2B but useful. Dashing version hits low, and it hits Petshop, meaning it can be used as an alternate UB setup starter. Still situational though.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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8 | 1 | 27 | 9 | - | - | -2 | -4 | -12 | ||||||||||||
Exact same properties as dashing 2B but worse. Can only be used for UB setups in the corner, doesn't knock down.
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Command Normals
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 5 | 19 | 12 | - | - | +2 | 0 | -8 | ||||||||||||
Kinda sucks. Not a terribly great poke or anti-air in comparison to 5C. Only comes out one frame faster then 5C, not as disjointed as it looks.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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34 | - | 11 | 14 | - | - | +20 | +17 | -7 | ||||||||||||
A pseudo-teleport where petshop burrows into the ground and fires a projectile upwards towards the opponent. This move can crossup and combos into every one of Petshop's moves except for itself. Be careful when throwing this out, as it can become predictable and punishable when used unsafely.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | 12 | - | - | - | - | - | ||||||||||||
Petshop's tick grab. Petshop's grab is pretty good as it deals decent damage and isn't punishable unlike Dio's grab or Hol's grab. Due to some forbidden cursed spooky magic, Petshop's grab becomes one of the best in the game. If your opponent techs one of your tick grabs, the screen will become locked and will be unable to become fullscreen if your opponent tries to run away, effectively trapping them inside a smaller screen where all your icicles can hit. Only Petshop moving can allow the screen to move.
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Specials
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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13 | 8 | 30 | 12 | - | - | -10 | -20 | -22 | ||||||||||||
Pretty useless outside of a few situations. Its main gimmick is that it hits overhead and can be converted into bnb if you have icicles up. Bad all around framedata where you wont be using this move seriously.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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10 | 15 | 16 | 16/14 | - | - | -3 | -13 | -15 | ||||||||||||
This move isn't all that great. It's best use is in some niche combos when used to cancel out of a move like 2B. B version does more damage than C for some reason. Without icicles this move isn't plus enough on hit to get any proper combos from it. Please do not do this on blocking opponents.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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37 | - | - | 7 | - | - | +21 | +13 | +2 | ||||||||||||
Fires the same projectiles as 5S, but fires 6 projectiles instead of 3 that track the opponent rather than flying straight. Has more startup than 5S. Excellent tool for okizeme. Does no chip damage.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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- | 13(A) 14(B) 17(C) |
6(A) 4(B/C) |
18(all) | - | - | 30(A) 33(B) 28(C) |
-9/-9(A) -13/-19(B) -9 |
-16(C) | ||||||||||||
An ice spike that emerges from the ground. Do not trust the sprite, the hitbox only goes around halfway up. Depending on the button used, the distance will change (as shown in the three different images). Knocks down after the 9th hit in a combo and can be used to poke opponents while you are in midair. Apart from that it does not have much use.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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19 | 8 | 26 | 0 | - | - | Launch | -25 | -34 | ||||||||||||
A hitgrab that hits low. Depending on the direction input with S the position of the trap shall change place, with 1S being next to Petshop and 3S being further away. Very punishable on whiff/block. Risky outside of combos or UB setups. Opponents can mash 6/4 to escape from this trap if they are not being hit similar to Kak/Nkak/Rubber's wraps.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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- | - | - | 1 per hit | - | - | - | - | - | ||||||||||||
Inputting 236S after this attack will summon Petshop's stand, Horus. After Horus is summoned, pressing any button will throw an ice shard at the opponent. You will be able to get around 30 hits from this followup from mashing buttons to throw ice shards, after which the opponent is hit with an untechable launch, which can be followed up with a super or used to set up your okizeme.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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90 | 17 | 0 | 18(all) | - | - | +26 | +24 | +18 | ||||||||||||
This move operates by holding A B or C for 90 frames to create an icicle. Each attack button will change the position of the icicle, A being closest and C being the farthest. Releasing the respective button will drop the icicle, hitting high. You are not limited to one either as multiple in any combination can be charged and released.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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13 | 4 | 20 | 8 | - | - | Launch | -1 | -8 | ||||||||||||
Arguably one of the worst Guard Cancels in the game. Reuses the 214x animation. The invincibility frames end before the move goes active, making it lose to moves other GCs might beat. Generally outclassed by Icicles as a defensive tool, but can save you in a pinch.
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Supers
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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14 | - | - | 34 | - | - | Launch | +19 | +11 | ||||||||||||
Shoots 30 projectiles, similar to those created by 5S, 236S, and 41236S. Thankfully however, this one does chip damage. Mostly used after 236S launch as a finisher or just as a combo ender in general.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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4 | 6 | 21(Hit/Block) 10(Whiff) |
41 | - | - | Knockdown | +22 | -2 | ||||||||||||
A giant overhead icicle, does quite a lot of chip damage, especially on stand meter. This move will knock down on hit, however if used in a combo to stand crash an opponent or against a crouching opponent it will not knock them down and the combo can be continued, thus it can be used as a powerful combo extender in the right scenario.
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Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||
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2 | 20 | 8 | 33 | - | - | grab | -19 | -24 | ||||||||||||
Okay "Terminal Lock-On" may be the Japanese name but let's be honest "Raging birdie" sounds way better. Despite the raging demon input and animation, this move is blockable on ground and in midair as it functions as a hitgrab, however note that it will still hit midair opponents. Holding [2] or [8] during the animation will cause you to fly slightly downward up upward respectively. This move is best used as a combo ender or reversal due to the fact it's iframes kick in quickly. Note that this super loops on Nkak, Kak, Iggy, and Rubber Soul and can be cancelled into from any of Petshop's normals and still connect.
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