Name |
Input |
Hitbox |
Cancel |
Damage |
Heat Gain |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
5A | CSJR | 180[150] | 64[54] | 80 | 82 | all | 1 | HB | 5 | 2 | 8 | +2 | 11 | 14 |
- [ ] values are for self-cancelled moves
|
|
5B | SJR | 550 | 198 | 85 | 90 | HL | 3 | HB | 9 | 5 | 13 | -1 | 20 | 17 |
5C | S(J)R | 450 | 162 | 100 | 89 | HL | 3 | HB | 9 | 7 | 16 | -6 | 25 | 17 |
- Can cancel into followup on hit or guard until 25F
|
|
5C > C | S(J)R | 620 | 223 | 80 | 95 | HL | 4 | HB | 7 | 6 | 16 | -3 | 19 | 24 |
|
2A | SR | 150 | 54 | 80 | 82 | all | 0 | F | 6[5] | 3 | 8 | -1 | 13[12] | 12 |
- [ ] values are for self-cancelled moves
|
|
2B | SR | 480 | 172 | 75 | 84 | L | 1 | F | 9 | 2 | 12 | -2 | 16 | 14 |
2C | SR | 780 | 280 | 100 | 92 | L | 4 | F | 24 | 7 | 26 | -12 | 48 | 40 |
|
|
|
|
- active frames 1~4 hit at opponent's feet, active frames 5~ hit upper body
|
|
6A | SJR | 560 | 201 | 70 | 89 | HL | 3 | HB | 11 | 4 | 23 | -10 | 28 | 26 |
|
6B | SR | 580 | 208 | 80 | 89 | H | 3 | HB | 20 | 3 | 20 | -6 | 34 | 17 |
- Forces crouch on ground hit, 23F hitstun on ground
|
- grounds opponent on air hit
|
- can cancel into followup on hit or guard until 34F
|
|
6B > C | S(J)R | 620 | 223 | 80 | 95 | HL | 4 | HB | 7 | 6 | 16 | -3 | 19 | 24 |
|
6C | SR | 640 | 230 | 90 | 89 | HL | 3 | HB | 15 | 8 | 20 | -11 | 28 | 23 |
|
3C | R | 700 | 252 | 80 | 88 | L | 4 | F | 37 | 4 | 10 | +2 | 44 | 40 |
- 6~27F head and body invul
|
|
- cannot emergency tech on ground hit
|
|
|
3[C] | - | - | - | - | - | - | - | - | - | - | total 39F | - | 37 | - |
- 6F~end of animation head and body invul
|
|
j.A | CSJR | 180 | 64 | 90 | 82 | HA | 0 | H | 6[5] | 3 | 5 | - | 8[7] | 12 |
- [ ] values are for self-cancelled moves
|
|
j.B | SJR | 560 | 201 | 100 | 84 | HA | 1 | H | 8 | 4 | 12 | - | 17 | 30 |
j.C | SJR | 400 | 144 | 100 | 89 | HA | 3 | H | 13 | 3 | 14 | - | 27 | 17 |
- Can cancel into followup 16F~
|
|
j.C > C | SJR | 420 | 151 | 90 | 89 | HA | 3 | H | 5 | 3 | 22 | - | 19 | 17 |
j.2C | SR | 560 | 201 | 80 | 84 | HA | 1 | H | 18 | 30 | 7 | - | 51 | 17 |
|
- grounds opponent on air hit
|
|
|
Forward Throw | -, R | 0, 1500 | 0, 540 | 90, 100 | 100, 55 | 100 | 0, 4 | ground throw | 7 | 3 | 16 | - | during move | 12, 42 |
- 2nd attack blows back on hit
|
|
- 2nd attack has 3F hitstop
|
|
Back Throw | -, R | 0, 800 | 0, 288 | 90, 100 | 100, 55 | 100 | 0, 4 | ground throw | 7 | 3 | 16 | - | during move | 12, 60 |
|
Air Throw | -x2, R | 0, 800, 700 | 0, 288, 252 | 90, 100x2 | 100, 55, 100 | 90 | 0, 4x2 | air throw | 7 | 3 | 15 | - | during move | 12, 60x2 |
- 2nd and 3rd attacks down on hit
|
|
|
- 3rd attack has 16F hitstop
|
- hitbox height for throw is 60~280
|
|
Counter Assault | R | 0 | 0 | 50 | 92 | all | 4 | HB | 15 | 4 | 28 | -13 | 24 | 19 |
|
Name |
Input |
Hitbox |
Cancel |
Damage |
Heat Gain |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
Comet Cannon 236A | R | 100x4 | 36x4 | 100 | 82(once)* | all | 0 | HBP | 27 | 81 | total 55F | +10 | 50 | 18 |
|
|
|
- 10% repeat proration (2nd attack of Break Shot applies)
|
|
|
- 24~50F can cancel into followup
|
- cannot use again for 60F after projectile disappears
|
|
Break Shot (Lv 1) ⇒ D | R | 480, 450 | 172, 162 | 100 | 89, 86* | all | 3, 2 | HB, HBP | 9 | 4, 14 | total 35F | -8 | 31 | 17, 30 |
|
- CH if Comet Cannon was CH as well
|
|
- 1st attack has 16F guardstun, 2nd attack 10F guardstun
|
- 2nd attack has 10% repeat proration (Comet Cannon applies)
|
- if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
|
- 2nd attack is projectile (Lv 2)
|
- 1st attack has 10F hitstop, 2nd attack has 4F hitstop on guard, 11F hitstop on hit
|
|
Break Shot (Lv 2) ⇒ D | R | 630, 650 | 226, 234 | 100 | 92, 89* | all | 4, 3 | HB, HBP | 19 | 4, 19 | total 45F | -6 | 41 | 19, 30 |
|
- CH if Comet Cannon was CH as well
|
|
- 1st attack has 18F guardstun, 2nd attack 10F guardstun
|
- 2nd attack has 10% repeat proration (Comet Cannon applies)
|
- if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
|
- 2nd attack is projectile (Lv 2)
|
- 1st attack has 10F hitstop, 5F hitstop on opponent; 2nd attack has 4F hitstop on guard, 16F hitstop on hit
|
|
Break Shot (Lv 3) ⇒ D | R | 730, 850 | 262, 306 | 100 | 94, 92* | all | 5, 4 | HB, HBP | 25 | 4, 24 | total 51F | -8 | 47 | 21, 40 |
- Wall bounces on hit, 2nd attack adds 50F of untechable time
|
- CH if Comet Cannon was CH as well
|
|
- 1st attack has 20F guardstun, 2nd attack 10F guardstun
|
- each attack breaks 1 guard primer
|
- 2nd attack has 10% repeat proration (Comet Cannon applies)
|
- if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
|
- 2nd attack is projectile (Lv 2)
|
- 1st attack has 10F hitstop, 5F hitstop on opponent; 2nd attack has 4F hitstop on guard, 21F hitstop on hit
|
|
Corona Upper 623C | R | 820 | 295 | 70 | 80 | HL | 4 | HB | 9 | 2(2)12 | 28+17F landing | -42 | 14F after landing | 60 |
|
|
|
- 23~39F can cancel into followup on hit
|
|
|
Corona Upper (air) j.623C | R | 620 | 223 | 70 | 80 | HL | 4 | HB | 8 | 12 | 17F after landing | - | 14F after landing | 60 |
|
- 18~34F can cancel into followup
|
|
Meteor Dive (Lv 1) ⇒ D | R | 750 | 270 | 70 | 70 | all | 4 | H | 30 | 3 | 9F after landing | - | till landing | 12 |
|
Meteor Dive (Lv 2) ⇒ D | R | 850 | 306 | 70 | 70 | all | 3 | H | 26 | 3 | 9F after landing | - | till landing | 20 |
|
Meteor Dive (Lv 3) ⇒ D | R | 1100 | 396 | 70 | 95 | all | 5 | H | 24 | 3 | 9F after landing | - | till landing | 30 |
|
Space Counter/Parrying (parry) 46 | - | - | - | - | - | - | - | - | - | 9 | 9 | - | - | - |
|
- 10F hitstop on successful parry
|
- can cancel into attack after hitstop
|
- starts up 2F after command input
|
- 1~end of animation can cancel into followup
|
|
Space Counter/Parrying (catch) | - | 0 | 0 | 100 | 60 | all | 0 | HB | 3 | 17 | 28 | -15 | - | 120 |
|
- 0F hitstop on Makoto, 20F on opponent
|
- 5~39 can cancel into attack
|
|
Space Counter (attack Lv 1) ⇒ D | R | 800 | 288 | 60 | 120 | all | 3 | HB | 18 | 5 | 43 | -31 | during move | 30 |
- Passes through opponent during animation
|
- spins opponent, later downing them (duration 46F)
|
|
|
|
|
|
|
Space Counter (attack Lv 2) ⇒ D | R | 1000 | 360 | 60 | 130 | all | 4 | HB | 18 | 6 | 43 | -30 | during move | 45 |
- Passes through opponent during animation
|
- spins opponent, later downing them (duration 46F)
|
|
|
|
|
|
|
Space Counter (attack Lv 3) ⇒ D | R | 1200 | 432 | 60 | 150 | all | 5 | HB | 22 | 7 | 43 | -29 | during move | 80 |
- Passes through opponent during animation
|
- spins opponent, later downing them (duration 46F)
|
|
|
|
|
|
|
A Asteroid Vision 214A | - | - | - | - | - | - | - | - | - | - | total 36F | - | during move | - |
- 13F~ can use Break, 9F~Break can cancel into followup
|
|
B Asteroid Vision 214B | - | - | - | - | - | - | - | - | - | - | total 43F | - | during move | - |
|
- 13F~ can use followup or any aerial attack
|
|
C Asteroid Vision 214C | - | - | - | - | - | - | - | - | - | - | total 46F | - | during move | - |
|
- 13F~ can use followup or any aerial attack
|
|
Break ⇒ A | - | - | - | - | - | - | - | - | - | - | total 11F | - | 10 | - |
Eclipse Turn ⇒ B | - | - | - | - | - | - | - | - | - | - | total 19F | - | 18 | - |
- 1~16F passes through opponent
|
|
Lunatic Upper ⇒ C | R | 500 | 198 | 75 | 89 | HL | 4 | HB | 13 | 4 | 19 | -4 | 29 | 25 |
- Can cancel into followups on hit or guard till 29F
|
|
Shooting Star (Lv 1) ⇒ D | (D)R | 680 | 244 | 70 | 89* | all | 3 | HB | 22 | 5 | 28 | -16 | 49 | 25 |
|
|
- wall bounces in corner on hit or on CH, adds 50F untechable time
|
- 10% repeat proration (Lv 1~Lv 3 version apply)
|
- 20F hitstop on Makoto, 30F hitstop on opponent
|
|
Shooting Star (Lv 2) ⇒ D | (D)R | 880 | 316 | 75 | 92* | all | 4 | HB | 24 | 7 | 28 | -16 | 53 | 30 |
|
|
- wall bounces in corner on hit or on CH, adds 50F untechable time
|
- 10% repeat proration (Lv 1~Lv 3 version apply)
|
- 25F hitstop on Makoto, 35F hitstop on opponent
|
|
Shooting Star (Lv 3) ⇒ D | (D)R | 1080 | 388 | 80 | 94* | all | 5 | HB | 22 | 10 | 29 | -18 | 55 | 50 |
|
|
- wall bounces in corner on hit or on CH, adds 50F untechable time
|
|
|
- 10% repeat proration (Lv 1~Lv 3 version apply)
|
- 20F hitstop on Makoto, 30F hitstop on opponent
|
|
Mars Chopper ⇒ A | R | 600 | 216 | 75 | 84 | H | 3 | HB | 20 | 4 | 18 | -5 | 37 | 40 |
- Forces crouch on ground hit, 29F hitstun on ground
|
- grounds opponent on aerial hit
|
|
- can cancel into 5D or 2D on hit
|
- attack hitbox lowers on last two active frames
|
- hits crouching opponent on 22F (tested on Ragna)
|
|
Star Gazer ⇒ B | R | 730 | 262 | 75 | 92 | LA | 4 | F | 15 | 6 | 22 | -9 | 36 | 40 |
|
- cannot emergency tech on CH
|
|
Infinite Rush (0 loops) ⇒ C | R | 250, 920 | 90, 331 | 75 | 80(once) | all | 4 | HB | 11 | 3(16)6 | 30 | -17 | 53 | 19, 50 |
|
|
- 1st attack has 5F hitstop, 2nd attack 15F hitstop
|
|
Infinite Rush (1 loops) ⇒ CC | R | 250x2, 920 | 90x2, 331 | 75 | 80(once) | all | 4 | HB | 11 | 3(9)3(12)6 | 30 | -17 | 61 | 19x2, 50 |
|
|
- attacks 1~2 have 5F hitstop, 3rd attack 15F hitstop
|
|
Infinite Rush (2 loops) ⇒ CC | R | 250x3, 920 | 90x3, 331 | 75 | 80(once) | all | 4 | HB | 11 | 3(9)3(9)3(15)6 | 30 | -17 | 76 | 19x3, 50 |
|
|
- attacks 1~3 have 5F hitstop, 4th attack 15F hitstop
|
|
Infinite Rush (3 loops) ⇒ CCC | R | 250x4, 920 | 90x4, 331 | 75 | 80(once) | all | 4 | HB | 11 | 3(9)3(9)3(9)3(12)6 | 30 | -17 | 85 | 19x4, 50 |
|
|
- attacks 1~4 have 5F hitstop, 5th attack 15F hitstop
|
|
Lightning Arrow (Lv 1) ⇒ D | R | 750 | 270 | 70 | 89 / 60 | all | 3 | H | 30 | 9 | 13F after landing | -5* | till landing | 42 |
|
- P2 values are [B version / C version]
|
- frame advantage off of fastest followup possible
|
|
Lightning Arrow (Lv 2) ⇒ D | R | 900 | 324 | 70 | 92 / 72 | all | 4 | H | 30 | 9 | 13F after landing | -3* | till landing | 42 |
|
- cannot emergency tech on CH
|
- P2 values are [B version / C version]
|
- frame advantage off of fastest followup possible
|
|
Lightning Arrow (Lv 3) ⇒ D | R | 1200 | 432 | 70 | 94 / 64 | all | 5 | H | 25 | 11 | 13F after landing | -6* | till landing | 55 |
|
|
|
|
|
- P2 values are [B version / C version]
|
- frame advantage is off of fastest followup possible
|
|
Name |
Input |
Hitbox |
Cancel |
Damage |
Heat Gain |
P1 |
P2 |
Guard |
Level |
Attribute |
Startup |
Active |
Recovery |
Frame Adv. |
Counter Hit |
Untechable |
Big Bang Smash (attack) 632146D | R | 800 / 1100 / 1400 | (160 / 220 / 280) | 75 | 100 | HL | 3 | HBF | 5+4 / 5+8 / 5+10 | 16 / 17 / 18 | 37 / 32 / 32 | - | 57 / 57 / 60 | 100 |
|
|
|
- values are [Lv 1 / Lv 2 / Lv 3]
|
|
Big Bang Smash (projectile) | R | 1500 / 1800 / 2200 | (300 / 360 / 440) | 100 | 10 | all | 4 | HBP | 5+6 / 5+11 / 5+13 | 14 / 14 / 15 | - | -37 / -32 / -33 | - | 100 |
|
- wall bounces in corner, adds 50F untechable time
|
|
|
|
|
- values are [Lv 1 / Lv 2 / Lv 3]
|
|
Particle Upper (1) 236236D | R | 750 / 850 / 1000 | (150 / 170 / 200) | 75 | 100 | HL | 3 | HBF | 1+7 / 1+4 / 1+4 | 4 | 100 | -60 | 93 | 50 |
- 1~10F after superflash or during charge animation fully invul
|
|
- pulls opponent in on aerial hit
|
|
- 73F recovery on hit or guard (without followups)
|
|
- can followup into 2nd attack on hit
|
- Lv 3 version breaks 1 primer
|
- values are [Lv 1 / Lv 2 / Lv 3]
|
|
Particle Upper (2) ⇒ D | R | 750 / 850 / 1000 | (150 / 170 / 200) | 75 | 100 | HL | 3 | HBF | 1+4 / 1+1 / 1+4 | 4 | 56 | - | 54 / 51 / 54 | 100 |
- 1~17F after superflash fully invul
|
|
|
|
|
- can followup into 3rd attack on hit
|
- values are [Lv 1 / Lv 2 / Lv 3]
|
|
Particle Upper (3) ⇒ D | - | 1000 / 1800 / 2800 | (200 / 360 / 560) | 75 | 5 | A | 3 / 4 / 5 | HBF | 34+35 | 28 | 11F after landing | - | - | 50 |
|
|
|
|
|
- values are [Lv 1 / Lv 2 / Lv 3]
|
|
Planet Crusher 2363214D | - | death | 0 | - | - | all | 5 | HB | 5+10 / 5+0 / 5+2 | 4 | 29 | -18 | during move | - |
- 1~14F after superflash fully invul for Lv 1, 1~5F for Lv 2, 1~9F for Lv 3
|
- 30F hitstop, 24F hitstop on opponent on guard
|
|
- startup varies by how far away Makoto is from opponent
|
- values are [Lv 1 / Lv 2 / Lv 3]
|
|
Move |
Input |
Lv 1 |
Lv 2 |
Lv 3 |
Shortest Charge |
5D | holding while gauge fills | 1~6F | 7~11F | 12~16F | 2F |
holding while gauge depletes | 22~34F | 17~21F |
startup | 8F after button release | 8F after button release | 8F after button release |
2D | holding while gauge fills | 1~7F | 8~12F | 13~17F | 6F |
holding while gauge depletes | 23~55F | 18~22F |
startup | 11F after button release | 11F after button release | 11F after button release |
j.D | holding while gauge fills | 1~6F | 7~11F | 12~16F | 9F |
holding while gauge depletes | 22~44F | 17~21F |
startup | 10F after button release | 12F after button release | 11F after button release |
Break Shot | holding while gauge fills | 1~13F | 14~19F | 20~26F | 4F |
holding while gauge depletes | 33~45F | 27~32F |
startup | 5F after button release | 5F after button release | 5F after button release |
Space Counter | holding while gauge fills | 1~11F | 12~15F | 16~18F | 12F |
holding while gauge depletes | 23~42F | 19~22F |
startup | 6F after button release | 6F after button release | 6F after button release |
Shooting Star | holding while gauge fills | 1~9F | 10~15F | 16~22F | 16F |
holding while gauge depletes | 29~42F | 23~28F |
startup | 6F after button release | 8F after button release | 6F after button release |
Meteor Dive | holding while gauge fills | 1~6F | 7~11F | 12~16F | 16F |
holding while gauge depletes | 22~37F | 17~21F |
startup | 14F after button release | 10F after button release | 8F after button release |
Lightning Arrow | holding while gauge fills | 1~6F | 7~11F | 12~16F | 16F |
holding while gauge depletes | 22~37F | 17~21F |
startup | 14F after button release | 14F after button release | 9F after button release |
Particle Upper (1) | holding while gauge fills | 1~39F | 40~54F | 55~63F | 56F |
holding while gauge depletes | 79~127F | 64~78F |
startup | 12F after button release | 9F after button release | 12F after button release |
Particle Upper (2) | holding while gauge fills | 1~34F | 35~46F | 47~51F | 48F |
holding while gauge depletes | 64~106F | 52~63F |
startup | 12F after button release | 9F after button release | 12F after button release |
Particle Upper (3) | holding while gauge fills | 1~99F | 100~117F | 118~120F | 126F |
holding while gauge depletes | 139~227F | 121~138F |
startup | 17F after button release | 17F after button release | 143 |
Big Bang Smash | holding while gauge fills | 1~59F | 60~69F | 70~78F | 148F |
holding while gauge depletes | 89~162F | 79~88F |
startup (attack) | 81F after button release | 233 | 235 |
startup (projectile) | 82F after button release | 236 | 238 |
Planet Crusher | holding while gauge fills | 1~59F | 60~69F | 70~78F | 61F |
holding while gauge depletes | 89~97F | 79~88F |
startup | 67F after button release | 35F after button release | 27F after button release |