Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3 | 7 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 12 | +1 | -5 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
21 (6+15) | Mid | 10 (4+6) | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 1+4 | 27 | -12 | -18 |
Standing Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 5 | 6 | 0 | -1 | |
Great tool to bully your opponent with. You can cancel into 236A or both supers from this poke. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 7 | 13 | -9 | -10 | |
A slide of sorts which hits mid. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12 | 11 | 11 | -6/-3 | -9 | |
You can link 5A off of this, but it's not the best use case. Use 2C for a combo tool. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 12 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 4 | 15 | -3/0 | -6 | |
Huge low crush which moves Radel forward. One of his big normals he bullies with. |
Crouching Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 5 | 5 | +1 | 0 | |
Great light check, you can combo into 236A or both supers off of this. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Low | 4 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 4 | 10 | -3 | -4 | |
A small slide which doesn't chain. The hitbox appears the frame Radel stops moving. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | Mid | 8 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 3 | 13 | +3 | -3 | |
Big cancellable button, but it doesn't combo into 3B at max range. Good for punishing things at mid/close ranges where you cannot run up and punish. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Low | 15 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | 17 | KD | -4 | |
Safe sweep, fast to recover. |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 10 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | High/Air | 12 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 8 | - | - | - | |
Same hitbox as stand D. |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (10+10) | Mid | 16 (8+8) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 3+(8)+4 | 31 | -16 | -22 | |
Two-hit kick. Radel's main command normal to link from normals into specials/supers. Both hits can be cancelled. Not a low despite appearances. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
A leg lock which throws the opponent fullscreen. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-11 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-16 invuln) | 4 | 21 | KD | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | 4 | 31 | KD | -18 | |
Can also be used as a low crush, considering it shares the same hitbox as stand D. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (35 with Annie) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
22 (4+18) | Mid | 12 (4+8) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 3+(9)+21 | 10 | KD | -14 | |
Big shoulder ram into an even bigger punch. The light version hits twice. If you're too close to a wall, you can miss your wall hit since it causes a wall splat. | |||||
Damage | Guard | Stun | Cancel | ||
24 (4+5+15) | Mid | 20 (4+8+8) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 3+(7)+2+21 | 10 | KD | -14 | |
Heavy version hits thrice and moves Radel forward a little more. Both versions do a lot of stun damage and are just as unsafe, so just use this in combos. Second hitbox only used for this version. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | 40 | KD | - | |
Radel flips over the opponent's shoulders and throws them. This doesn't break the wall. | |||||
Damage | Guard | Stun | Cancel | ||
10 | - | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
32 | 27 | 13 | KD | - | |
A followup which breaks the wall. In the corner, Radel can substitute this for a jab reset or even a Duplex. If he's too close in the corner, the opponent can tech the recovery just in time to punish him. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
15 (5+10) | Mid, Mid/Air | 12 (6+6) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 4+(6)+4 | 34 | KD | -21 | |
Big ol' donkey kick. Light version hits twice and causes a regular knockdown — not a wall splat. | |||||
Damage | Guard | Stun | Cancel | ||
20 (5+5+10) | Mid/Air×2, Mid | 18 (6×3) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12 | 4+(5)+4+(10)+6 | 32 | KD | -21 | |
Heavy version hits thrice. Hard to punish thanks to the last kick's pushback; requires a run-in. Said kick also causes a wall splat, which has the same problem with wall hits as Escape. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid/Air | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 (1-11 invuln) | 3+4+4 | 29 | KD | -20 | |
DP with a few invincibility frames at the start. Both versions launch the opponent fullscreen and are excellent gambits if you want to hit the wall. | |||||
Damage | Guard | Stun | Cancel | ||
20 (5+15) | Mid, Mid/Air | 11 (5+6) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 (1-9 invuln) | 3+4+4 | 23 | KD | -14 | |
Less invincible, but a true reversal which moves a great amount forward. Often used to YOLO. Hits twice. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 (5×3+25) | Mid | 16 (4×4) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
9 (1-8 invuln) | 4+(8)+2+(10)+2+(10)+21 | 17 | KD | -21 | |
A flurry of punches which ends in a knockdown. Inflicts great amounts of stun. If it hits an airborne opponent, it jails them to the ground for the rest of the hits. Runs halfscreen. | |||||
Damage | Guard | Stun | Cancel | ||
50 (5×6+30) | Mid | 28 (4×7) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 (1-7 invuln) | 6+6+(8)+2+(10)+2+(12)+2+(10)+2+(10)+21 | 25 | KD | -29 | |
Scaling cuts into the damage considerably, but the sheer amount of stun makes up for it. However, it causes a wall splat, which deprives him of a wall hit if he's too close. Runs fullscreen. |