BBCF/Amane Nishiki/Frame Data: Difference between revisions

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  |cancel=SOR |damage=120*3 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=120*3 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=3 |attribute=B |startup=15 |active=9~32 |recovery=25 |frameAdv=-9 |invul=
  |level=3 |attribute=B |startup=15 |active=9~32 |recovery=25 |frameAdv=-9 |invul=
  |blockstun=16 |airHit=24 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=16+1 |airHit=24+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Fatal Counter.
  |description={{ColumnList |text=*Fatal Counter.
*Hold button for more hits, max 11
*Hold button for more hits, max 11
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  |cancel=SOR |damage=120*4 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=120*4 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=4 |attribute=B |startup=15 |active=9~32 |recovery=25 |frameAdv=-7 |invul=
  |level=4 |attribute=B |startup=15 |active=9~32 |recovery=25 |frameAdv=-7 |invul=
  |blockstun=18 |airHit=26 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=18+1 |airHit=26+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Fatal Counter.
  |description={{ColumnList |text=*Fatal Counter.
*Hold button for more hits, max 16
*Hold button for more hits, max 16
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  |cancel=SOR |damage=120*7 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=120*7 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=5 |attribute=B |startup=15 |active=9~32 |recovery=25 |frameAdv=-5 |invul=
  |level=5 |attribute=B |startup=15 |active=9~32 |recovery=25 |frameAdv=-5 |invul=
  |blockstun=20 |airHit=28 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=20+1 |airHit=28+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Fatal Counter.
  |description={{ColumnList |text=*Fatal Counter.
*Hold button for more hits, max 30
*Hold button for more hits, max 30
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  |cancel=SOR |damage=140*3 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=140*3 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=3 |attribute=B |startup=13 |active=9~32 |recovery=28 |frameAdv=-12 |invul=12-?? H
  |level=3 |attribute=B |startup=13 |active=9~32 |recovery=28 |frameAdv=-12 |invul=12-?? H
  |blockstun=16 |airHit=30 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=16+1 |airHit=30+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Invincibility is through all active frames.
  |description={{ColumnList |text=*Invincibility is through all active frames.
*Hold button for more hits, max 11
*Hold button for more hits, max 11
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  |cancel=SOR |damage=140*4 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=140*4 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=4 |attribute=B |startup=13 |active=9~32 |recovery=28 |frameAdv=-10 |invul=12-?? H
  |level=4 |attribute=B |startup=13 |active=9~32 |recovery=28 |frameAdv=-10 |invul=12-?? H
  |blockstun=18 |airHit=34 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=18+1 |airHit=34+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Invincibility is through all active frames.
  |description={{ColumnList |text=*Invincibility is through all active frames.
*Hold button for more hits, max 16
*Hold button for more hits, max 16
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  |cancel=SOR |damage=140*7 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=140*7 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=5 |attribute=B |startup=13 |active=9~32 |recovery=28 |frameAdv=-8 |invul=12-?? H
  |level=5 |attribute=B |startup=13 |active=9~32 |recovery=28 |frameAdv=-8 |invul=12-?? H
  |blockstun=20 |airHit=38 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=20+1 |airHit=38+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Invincibility is through all active frames.
  |description={{ColumnList |text=*Invincibility is through all active frames.
*Hold button for more hits, max 30
*Hold button for more hits, max 30
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  |cancel=R |damage=250*N |starter=Normal |p1=90 |p2=65 |guard=
  |cancel=R |damage=250*N |starter=Normal |p1=90 |p2=65 |guard=
  |level=3 |attribute=P1* |startup=29 |active= |recovery=Total 92 |frameAdv= |invul=
  |level=3 |attribute=P1* |startup=29 |active= |recovery=Total 92 |frameAdv= |invul=
  |blockstun=Lv1: 16+2<br/>Lv2: 18+2<br/>Lv3: 20+2 |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=16+2 |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Hold button for more hits.
  |description={{ColumnList |text=*Hold button for more hits.
*Chip damage 10%
*Chip damage 10%
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  |cancel=SOR |damage=150*3 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=150*3 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=3 |attribute=H |startup=17 |active=9~32 |recovery=21 |frameAdv= |invul=
  |level=3 |attribute=H |startup=17 |active=9~32 |recovery=21 |frameAdv= |invul=
  |blockstun= |airHit=36 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun= |airHit=36+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Hold button for more hits, max 11
  |description={{ColumnList |text=*Hold button for more hits, max 11
*Chip damage 30%
*Chip damage 30%
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  |cancel=SOR |damage=150*4 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=150*4 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=4 |attribute=H |startup=17 |active=9~32 |recovery=21 |frameAdv= |invul=
  |level=4 |attribute=H |startup=17 |active=9~32 |recovery=21 |frameAdv= |invul=
  |blockstun= |airHit=40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun= |airHit=40+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Hold button for more hits, max 16
  |description={{ColumnList |text=*Hold button for more hits, max 16
*Chip damage 60%
*Chip damage 60%
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  |cancel=SOR |damage=150*7 |starter=Normal |p1=80 |p2=99 |guard=All
  |cancel=SOR |damage=150*7 |starter=Normal |p1=80 |p2=99 |guard=All
  |level=5 |attribute=H |startup=17 |active=9~32 |recovery=21 |frameAdv= |invul=
  |level=5 |attribute=H |startup=17 |active=9~32 |recovery=21 |frameAdv= |invul=
  |blockstun= |airHit=44 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun= |airHit=44+1 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=*Hold button for more hits, max 30
  |description={{ColumnList |text=*Hold button for more hits, max 30
*Chip damage 90%
*Chip damage 90%
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  |cancel=R |damage=200*N, 900 |starter=Long |p1=80 |p2=89 |guard=All
  |cancel=R |damage=200*N, 900 |starter=Long |p1=80 |p2=89 |guard=All
  |level=3 |attribute=H*N,F |startup=11 |active=Untl L (12) 3 |recovery=24 |frameAdv=-10 |invul=
  |level=3 |attribute=H*N,F |startup=11 |active=Untl L (12) 3 |recovery=24 |frameAdv=-10 |invul=
  |blockstun=16 |airHit=25*N, 30, Slide 5 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |blockstun=16-1 |airHit=25*N-1, 30, Slide 5 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/am/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*On Counter-hit, last hit has additional +2 hitstop.
}}
}}
}}
}}

Revision as of 01:44, 19 January 2018

System Data

Health: 10,500
Combo Rate: 60%
Prejump:
Backdash Time 28 / Invul: 1-7
Movement Options

Double Jump, 1 Air Dash, Dash type: Run, Command Hops


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300*2 All 6 3(4)3 9 - - B -
280*3 Mid 11 2,2,2 25 - - B -
700*2 All 20 2(4)2 15 - - B -
700 All 17 2 21 - - B -
300 All 7 3 9 - - F -
300 ALL 7 3 9 - - F -
300*2 All 5 3(2)3 9 - - F -
540 Low 10 3 19 - - F -
650*2 Low/Air 21 2(4)2 23 - - F -
650 Low/Air 17 2 29 - - F -
600 Mid 12 4 21 - - B -
800 All 15 3 21 - - H -
800 Mid 23 2 (6) 4 24 - - B -
800 Low 14 4 21 - - F -
300 High/Air 6 3(4)3 11 - - H -
300 High/Air 5 4 9 - - H -
280*3 All 14 2,2,3 20 - - H -
700 All 16 9 21 - - H -
700*2 All 18 2(4)2 28+5 after L - - H -
780*2 All 19 2(4)2 24+5 after L - - H -
700 All 18 2 30+5 after L - - H -

Drive Moves

  • 1 gauge has total 6000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
  • During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
120*3 All 15 9~32 25 - - B -
120*4 All 15 9~32 25 - - B -
120*7 All 15 9~32 25 - - B -
140*3 All 13 9~32 28 - - B -
140*4 All 13 9~32 28 - - B -
140*7 All 13 9~32 28 - - B -
250*N 29 Total 92 - - P1* -
250*N 29 Total 92 - - P1* -
250*N 29 Total 92 - - P1* -
100*3 All 13 9~32 24 - - H -
100*4 All 13 9~32 24 - - H -
100*7 All 13 9~32 24 - - H -
150*3 All 17 9~32 21 - - H -
150*4 All 17 9~32 21 - - H -
150*7 All 17 9~32 21 - - H -

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1500 Throw(70) 7 3 23 - - T -
1500 Throw(70) 7 3 23 - - T -
750*2 Throw(90) 7 3 23 - - T -
0 All 13 4 25 - - B -
1000 Barrier 20 1 25 - - B -
1000 Barrier 30~61 1 25 - - B -

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
- - -
700 Guard 20 2 31 - - F -
1000 All 30 - - P1* -
200*5,750 All 12 3,3,3,3,3(4)3 21 - - B -
200*N, 900 All 11 Untl L (12) 3 24 - - H*N,F -
800 Mid 15 24 Total 50 - - P1 -
0, 2700 Unblockable 25 6 Total 60 - - PT* -
Total 34+3L - - -
Total 36+3L - - -
Total 30+3L - - -

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Lv1: 800, 3500
Lv2: 800, 4000
Lv3: 800, 4500
All 5+5 1*8 41 - - B -
Lv1: 800, 400*2, 3500
Lv2: 800, 300*3, 4000
Lv3: 800, 200*6, 4500
All 5+5 1*8 41 - - B -
Lv1: 220*N
Lv2: 260*N
Lv3: 300*N
All 9+57 Until Offscreen Total 66 - - P2* -

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Normal: 600,0,800,500,1000
AF:600,0,800,500,3750
All Fast 10
slow 20
3 34 - - B -

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
death 1+15 9 Total 66 - - P2* -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special
5C[1] 6A - 2C, 6C, 3C, 1C 5D, 2D, 6D Special
4C[1] 6A 2C, 6C, 3C, 1C 5D, 2D, 6D Special
5D - - - - Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
2B[1] 6A 5B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special
2C[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special
1C[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
6B - - j.C, j.2C, j.6C, j.4C - -
6C[1] 6A - 5C, 2C 5D, 2D, 6D Special
6D - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C, j.2C, j.6C, j.4C j.D, j.6D Throw, Jump, Special
j.B j.A j.C, j.2C, j.6C, j.4C j.D, j.6D Special
j.C[1] - j.2B j.2C, j.6C, j.4C j.D, j.6D Special
j.6C[1] - j.2B j.C, j.4C j.D, j.6D Special
j.4C[1] - j.2B j.C, j.6C j.D, j.6D Special
j.D - - - - Special
j.6D - - - - Special
j.2B - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only