Input |
Cancel |
Damage |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
5A | cSJR | 160 | 80 | 85 | ALL | 0 | HB | 6 | 3 | 12 | -5 | 14 | 10 |
Can cancel into followup 6B from 9-14F (dash cancelable only on hit or guard)/ Can cancel into itself up to 3 times. |
5B | SJR | 200 X 3 | 80 | 90 | ALL | 3 | HB | 11 | 2,3,3 | 12 | +2 | 21 | 17 |
Multiplier Correction of 1/ hitstop 3/ 12-21F dash cancelable on hit or guard |
5C | SJR | 800 | 90 | 90 | HL | 3 | HLB | 23 | 3 | 18 | -4 | 31 | 24 |
4-25F invincible to head attribute attacks/ causes float on hit/ fatal counter starter/ 24-31F dash cancelable on hit or guard |
2A | cSR | 150 | 80 | 85 | L | 0 | F | 10 | 2 | 12 | -4 | 14 | 10 |
8-9F low profile/ bends standing opponent backward for 13F/ cancels into itself up to 3 times |
2B | CSR | 400 | 80 | 90 | LB | 2 | F | 11 | 2 | 10 | +2 | 14 | 14 |
5-10F low profile |
2C | R | 800 | 100 | 92 | L | 4 | F | 13 | 45 | 16 | -36 | 63 | 40 |
Causes float on hit/ 24F guard stiffness on ground guard/ takes 1 Guard Primer on guard/ fatal counter |
5A->6B | SJR | 500 | 100 | 90 | ALL | 3 | HB | 6 | 2 | 25 | -10 | 18 | 39 |
Launches on hit/ untechable 59F, follow-ups possible/ Same move penalty 70%/ 7-17F dash cancelable on hit or guard |
6A | SJR | 600 | 80 | 89 | H | 3 | HB | 23 | 2 | 15 | 0 | 27 | 17 |
Vaccuum effect on hit or guard/ knockdown on air hit/ untechable/ same move penalty 80%/ 24-27F dash cancelable on hit or guard |
6B | SJR | 600 | 80 | 90 | L | 3 | F | 19 | 3 | 21 | -7 | 30 | 17 |
Ground hit staggers opponent 26F/ 20-30F dash cancelable on hit or guard |
6C | R | 600 | 85 | 89 | HA | 3 | HB | 27 | 2 | 32 | -17 | 41 | 35 |
7-41F airborne/ ground bounce on hit/ takes 1 guard primer on guard/ same move penalty 70%/ 36-41F cancellable into derivative moves |
6C->C | R | 700 | 100 | 89 | HL | 3 | HB | 21 | 4 | 32 | -19 | 32 | 44 |
21-25F airborne/ causes float on hit/ same move penalty 75%/ 25-32F cancellable into followup C |
6C->C->2C | R | 800 | 92 | 75 | ALL | 4 | HBF | 24 | 4 | 36 | -21 | 34 | 30 |
13-23F airborne/ knockdown on air hit/ untechable |
3C | SJhR | 800 | 100 | 60 | L | 4 | F | 26 | 3 | 37 | -21 | 41 | 40 |
13-16F invincible/ 7-12F, 17-45F low profile/ warps on 15F/ knockdown on hit/ untechable on ground hit, followups possible on 39F/ takes 1 guard primer on guard |
j.A | cSJR | 180 | 80 | 90 | H | 0 | H | 7 | 1 | 16 | - | 11 | 14 |
Cancels into itself up to 3 times. |
j.B | SJR | 180x5 | 90 | 85 | H | 3 | H | 10 | 3x5 | 21 | - | 33 | 14 |
Knocks down on air hit/ hitstop 3F |
j.C | SR | 700 | 100 | 89 | H | 3 | H | 12 | 2 | 20 | - | 21 | 60 |
Knockdown on air hit/ ground bounce on counter hit/ untechable/ takes 1 guard primer on guard/ Arakune bounces upward on hit or guard |
j.6A | SJR | 600 | 80 | 85 | H | 3 | H | 13 | 3 | 13 | - | 20 | 22 |
moves horizontally from 4-21F |
j.6B | SJR | 600 | 80 | 85 | H | 3 | H | 14 | 4 | 14 | - | 23 | 22 |
moves horizontally from 4-23F |
j.6C | SJR | 600 | 80 | 85 | H | 3 | H | 15 | 5 | 14 | - | 25 | 22 |
moves horizontally from 4-23F |
j.2A | R | 600 | 80 | 92 | ALL | 4 | H | 21 | until landing | 21 | -11 | until landing | 40 |
Causes float on hit/ takes 1 guard primer on hit/ can cancel into derivative techniques on hit until landing/ rises up from 4-18F/ frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard/ frame advantage is better when hit lands at higher altitudes) |
j.2B | R | 600 | 80 | 92 | ALL | 4 | H | 22 | until landing | 22 | -12 | until landing | 40 |
Causes float on hit/ takes 1 guard primer on hit/ can cancel into derivative techniques on hit until landing/ rises up from 4-17F/ frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard/ frame advantage is better when hit lands at higher altitudes) |
j.2C | R | 600 | 80 | 92 | ALL | 4 | H | 21 | until landing | 21 | -11 | until landing | 40 |
Causes float on hit/ takes 1 guard primer on hit/ can cancel into derivative techniques on hit until landing/ rises up from 4-18F/ frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard/ frame advantage is better when hit lands at higher altitudes) |
forward throw | -, SR | 0, 1050 | 100 | 100,70 | 120000 | 0,2 | ground throw | 7 | 3 | 19 | - | during action | -,34 |
2nd hit causes float/ damage fixed at 100%/ hitstop 0F |
backward throw | -, SR | 0, 1050 | 100 | 100, 70 | 120000 | 0,2 | ground throw | 7 | 3 | 19 | - | during action | -,34 |
2nd hit causes float/ damage fixed at 100%/ hitstop 0F |
air throw | -, SR | 0, 1000 | 100 | 100, 60 | 120000 | 0, 4 | air throw | 7 | 3 | 15 | - | during action | -, 60 |
2nd hit causes float/ damage fixed at 100%/ hitstop 0F/ vertical throw range 280000~120000 |
dash cancel | - | - | - | - | - | - | - | - | - | 46 total | - | - | - |
7-30F invincible, passes through opponent/ 31-34F low profile |
j.44 against wall | - | - | - | - | - | - | - | - | - | 41 total | - | during action | - |
19-26F invincible/ warps on 19F/ has height requirement/ uses 1 air dash |
Counter Assault | -, SR | 0 | 100 | 100, 86 | 160000 | 0, 2 | ground throw | 4 | 2 | 23 | - | during action | -, 34 |
1-20F invincible/ 2nd hit causes float on hit/ hitstop 0F |
Input |
Cancel |
Damage |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
5D | SJR | 400 | 100 | 85 | ALL | 4 | HB | 17 | 18 | 44 | -43 | 62 | 19 |
Staggers opponent on ground hit (28F)/ Curse Guage plus 40000 on hit, 17000 on guard |
2D | R | 400,520 | 90 | 84 | LA | 1 | FP | 19 | 11(15)12 | 46 total | +15 | 32 | 12 |
Projectile attack/ always gains attack properties after projectile startup/ hitstop 3F/ Each hit causes Curse guage plus 12500 on hit, 8340 on block/ sticky for 12F (1st hit only on guard) |
6D | R | 880 | 100 | 89 | H | 3 | HBFP | 38 | 257 | 48 total | - | during action | 17 |
Takes 1 guard primer on hit/ projectile attack/ disappears the next frame when hit by an attack/ hits standing opponent on 144F (tested with Ragna)/ curse guage plus 40000 on hit, 20000 on guard |
j.D | R | 500 | 70 | 80 | ALL | 3 | FP | 34 | 3 | 7F after landing | +8 | until landing | 60 |
Causes float on hit/ vaccuum effect on hit or guard/ untechable on ground hit, 80F/ when done at minimum height, follow ups possible 36F after move/ projectile attack/ disappears when hit by an attack/ hitstop 3F/ curse guage plus 30000 on hit, 15000 on guard/ static difference measured immediately after jump (startup 38F) |
Curse Guage | - | - | - | - | - | - | - | - | - | - | - | - | - |
Guage total value is 100,000/ When guage fills, 'curse mode' begins/ During curse mode, guage decreases by 100 every frame (max duration of 1000 frames)/ When taking damage, guage decreases by 25 every frame/ Guage still decreases during hitstop and super freeze/ Guage doesn't increase during curse mode/ combos started during curse mode cannot recover the guage beyond 50,000 even after curse mode ends. This is likely a failsafe to prevent re-curse loops. |
A-Bug | - | 220 | 75 | 90 | ALL | 4 | HBP | 6 | - | - | - | - | 24 |
Vaccuum effect on hit/ projectile attack/ disappears when hit/ hitstop 16/ cannot use A-Bug for 16F after hit or guard OR 75F after an A-Bug appears |
B-Bug | - | 200x3 | 75 | 85 | ALL | 3 | HBP | 6 | - | - | - | - | 26 |
Knockdown on hit/ multiplier correction of 1/ projectile attack/ disappears when hit/ hitstop 6F/ cannot use B-Bug for 66F after attack properties disappear |
C-Bug | - | 650 | 70 | 95 | ALL | 4 | FP | 40 | 24 | - | - | - | 19 |
Staggers on ground hit (28F) and causes vaccuum effect/ projectile attack/ disappears when hit/ hitstop 40F/ cannot use B-bug for 97F after attack properties disappear |
D-Bug | - | 150xn, 500 | 70 | 90 | ALLxn, HLB | 3 | HBP | 13 | 3x28(33)76 | - | - | - | 36xn,50 |
Knocks down if it hits while descending/ causes float if it hits while ascending/ untechable/ takes 1 guard primer on ascent/ damage bonus 120% while ascending/ multiplier correction of 1/ projectile attack/ disappears when hit/ hitstop 3F while descending, 14F while ascending/ cannot use D-bug again until it disappears offscreen. |
Name |
Input |
Cancel |
Damage |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
Zero Vector | j.236D | - | - | - | - | - | - | - | 23 | 1201 | 46 total | - | during action | - |
11F recovery after landing/ minimum height requirement/ mist trajectory is selected at random from 3 types/ plus 30000 to curse guage when mist touches opponent/ mist disappears upon getting hit (includes throws) OR 20F after Zero Vector is used again OR 16F after opponent throw-escapes Arakune |
A "If P then Q" | 214A | - | - | - | - | - | - | - | - | - | 48 total | - | 44 | - |
Invincible from 29-38F/ throw invincible from 1-5F/ airborne from 6-37F/ warps to ground on 38F |
B "If P then Q" | 214B | - | - | - | - | - | - | - | - | - | 56 total | - | 52 | - |
Invincible from 35-46F/ throw invincible from 1-5F/ airborne from 6-45F/ warps to ground on 46F |
C "If P then Q" | 214C | - | - | - | - | - | - | - | - | - | 85 total | - | 75 | - |
Invincible from 7-62F/ passes through opponent from 7-37F/ warps on 63F (returns to original position) |
j.A "If P then Q" | j.214A | - | - | - | - | - | - | - | - | - | 46 total | - | 41 | - |
Invincible from 24-33F/ warps to ground on 33F/ altitude limit exists/ cannot use after 2nd jump or air dash |
j.B "If P then Q" | j.214B | - | - | - | - | - | - | - | - | - | 54 total | - | 49 | - |
Invincible from 30-41F/ warps to ground on 41F/ altitude limit exists/ cannot use after 2nd jump or air dash |
j.C "If P then Q" | j.214C | - | - | - | - | - | - | - | - | - | 44 total | - | 39 | - |
Invincible from 16-31F/ warps to ground on 31F/ altitude limit exists/ cannot use after 2nd jump or air dash |
Y Two-Dash | j.236C | R | 200x8 | 100 | 85 | HA | 3 | H | 11 | 3x8 | 11F after landing | - | 38 | 35 |
Causes knockdown on hit/ takes 1 guard primer on guard/ multiplier correction of 1/ hitstop 3F/ altitude limit exists |
Equals Zero | 236B | - | - | - | - | - | - | - | - | - | 30 total | - | during action | - |
Effect ends when Arakune OR opponent is hit by OR guards an attack |
Name |
Input |
Cancel |
Damage |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
F of G | j.214214D | R | 250x14 | 80 | 97 | NONE | 4, 1x12, 4 | HBP | 20+19 | 15 | 32F after landing | - | 24F after landing | -x13, 60 |
Invincible from 1F through 6F after super freeze/ 14th hit causes float/ damage fixed at 20% (50 x 14)/ projectile attack/ always comes out 13F after super freeze/ 1st hit, 14th hit have hitstop 2F/ hits 2-13F have hitstop 0F/ altitude limit exists/ hit 1 connects only as a grab/ when hit 1 connects or is guarded, hits 2 and onward will trigger/ 14th hit gives curse guage plus 30,000 |
F Inverse | 236236C | R | 640, 90x35 | 80 | 92 | ALL | 4 | HBF, HBPx35 | 5+2[5+5] | 108[3x35] | 147 total | -122 | 141 | 19, 120x35 |
Invincible from 1F through 10F after super freeze/ causes float, vaccuum effect if body part hits/ causes float if laser part hits/ damage fixed at 20% (128, 18x35)/ laser part counts as a projectile/ body part takes 1 guard primer on guard/ hitstop of body part is 3F, hitstop of laser part is 5F/ can move back and forth with the joystick/ laser part's data is blank/ static difference is affected by whether or not the body part was guarded |
n-Infinity (1-bounce) | 34123646D ground or air | - | death | - | - | ALL | 4 | H | 5+216 | 250 | 117 | - | 575 | - |
Invincible from 1F to 935F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard/ altitude limit exists |
n-Infinity (3 bounce) | 34123646D ground or air | - | death | - | - | ALL | 4 | H | 5+236 | 163(65)126(65)127 | 178 | - | 947 | - |
Invincible from 1F to 599F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard/ altitude limit exists |
n-Infinity (horizontal motion) | 34123646D ground or air | - | death | - | - | ALL | 4 | h | 5+246 | 66(153)66 | 94 | - | 616 | - |
Invincible from 1F to 545F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard/ altitude limit exists |
n-Infinity (vertical motion) | 34123646D ground or air | - | death | - | - | ALL | 4 | H | 5+113 | 79(53)76(53)76 | 121 | - | 562 | - |
Invincible from 1F to 545F after super freeze/ airborne throughout entire action, can pass through opponent/ causes guard crush effect on guard |