1st hit (Frame 9) • 1st hit (Frame 10) • 1st hit (Frame 11) • 1st hit (Frame 12) • 1st hit (Frame 13) • 2nd hit (Frames 16-17) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-21)
•2nd hit pulls in opponent on hit
5[P]
5[P]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
24
Mid
9
5
18
-11
2
6
5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28
SR
11
12
16
12
•Axl is in CH state during move
5K
5Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
16
Mid
6
3
8
+1
2
6
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SR
11
12
12
12
c.S
c.Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
8
6
10
+1
4
14
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
16
17
16
14
Frames 8-9 • Frames 10-13
f.S
f.Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
Mid
9
5
19
-10
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SR
13
14
14
13
Left hook
•Staggers opponent on ground CH (max 35F) •In CH state for first 3 recovery frames
5H
5Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
42
Mid
16
4
17
-2
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SR
18
19
18
15
Frames 16-17 • Frames 18-19
•Groundbounces on CH (untechable for 34F)
5D
5Dnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20
High
28
6
15
-4
4
11
20
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
17~27F Foot
R
16
Launch 48
16
14
Frames 28-30 • Frames 31-33
6P
6Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
32
Mid
9
2
17
-5
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
90%
1~10F Upper Body
SJR
13
14
14
13
•Blows back opponent on aerial hit •Floats and blows back opponent on CH
3P
3Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
24, 11
Low, Mid
11
4(2)3
7
+2
2
5, 6
7×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64×2
SR
11
12
12
12
1st/2nd hit (Frames 11-14, 17-18) • Frame 19
•In CH state for first 3 recovery frames
3[P]
3[P]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
24
Low
11
4
12
-4
2
5
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SR
11
12
12
12
•Launches and knocks down opponent on ground CH •In crouching state during move •In CH state for first 8 recovery frames
6K
6Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28, 22
Mid
13 [17]
5(2)8
19
-9
4, 3
14, 10
4, 5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SJR
16, 13
17, 14
16, 14
14, 13
Prepare the Surface-to-Air Missile
1st hit (Frame 13) 2nd hit (Frames 26-27) • 1st hit (Frame 14) 2nd hit (Frames 24-25) • 1st hit (Frame 15) 2nd hit (Frames 22-23) • 1st hit (Frame 16) 2nd hit (Frames 20-21) • 1st hit (Frame 17)
•In CH state for first 3 recovery frames
6[K]
6[K]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
13
5
29
-17
4
14
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
16
17
16
14
•Blows back opponent on aerial CH (untechable for 64F) •In CH state for first 13 recovery frames
6H
6Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
46
High/Air
23
9
9 after landing
+1
5
15
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
90%
R
18
19
24
15
The Great British Pressure Reset
Frames 23-26 • Frames 27-31
•Axl is airborne 11~31F, not in CH state during 1~10F •Hits crouching opponents on 27F (tested on Sol) •In crouching state during recovery when gatling'd from crouching normal
2P
2Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
22, 18
Low, Mid
12 [16]
5(2)8
10
-4
2
5, 6
4×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28, 2.64
SR
11
12
12
12
1st hit (Frame 12) 2nd hit (Frames 25-26) • 1st hit (Frame 13) 2nd hit (Frames 23-24) • 1st hit (Frame 14) 2nd hit (Frames 21-22) • 1st hit (Frame 15) 2nd hit (Frames 19-20) • 1st hit (Frame 16)
•2nd hit pulls opponent in on hit or block
2[P]
2[P]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
22
Low
12
5
20
-13
2
5
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28
SR
11
12
12
12
•Axl is in CH state during move
2K
2Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
9
Low
7
5
6
-1
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
70%
3~15F Low Profile
SR
9
10
10
11
It looks like he does the trollface
Frames 7-9 • Frames 10-11
2S
2Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28, 22
Mid
8 [17]
9,6
12
-2
3, 2
10, 6
5, 8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28, 2.64
SJR
13, 11
14, 12
14, 20
13, 12
No, you can't jump there either
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•2nd hit pulls opponent in on hit •In CH state for first 4 recovery frames
2[S]
2[S]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
8
15
12
-13
3
10
5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28
SJR
13
14
14
13
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•Untechable for 20F if it hits from 10F Active frames and onwards •In CH state for first 4 recovery frames
2H
2Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30, 20
Low
11 [17]
8,6
16
-5
4
11×2
4, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
RF
16
Stagger 45, Stagger 35
16
14
11~12F
1st hit (Frames 11-12) 2nd hit (Frames 23-24) • 1st hit (Frames 13-14) 2nd hit (Frames 21-22) • 1st hit (Frames 15-16) 2nd hit (Frames 19-20) • 1st hit (Frames 17-18)
•2nd hit pulls opponent in on hit or block •First hit staggers for max 45F on normal hit and second one for max 35F on normal hit
1st hit (Frame 7) • 1st hit (Frame 8) • 1st hit (Frames 9-10) 2nd hit (Frame 17) • 1st hit (Frame 11) 2nd hit (Frames 15-16) • 1st hit (Frame 12)
•2nd hit pulls opponent in on hit or block
j.6[P]
j.6[P]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
17
High/Air
7
6
19
3
6
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SR
13
14
14
13
j.K
j.Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
18
High/Air
8
8
12
3
8
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
14
20
13
•Blows back opponent on air hit
j.S
j.Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
23, 16
High/Air, All
11 [15]
5(2)9
9
3
8, 10
4, 8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64×2
SR
13
14
14
13
1st hit (Frame 11) 2nd hit (Frames 23-25) • 1st hit (Frame 12) 2nd hit (Frames 20-22) • 1st hit (Frame 13) 2nd hit (Frames 17-19) • 1st hit (Frames 14-15)
•Sends opponent on opposite side of throw direction
Air Throw
Air ThrowAir Throwother
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
88 pixels
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
4.00
Forced 50%
Down
•Sends opponent on opposite side of throw direction
DAA
DAADead Angle Attackother
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
25
All
17
4
8
+2
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
0.52
50%
1~20F All 21~24F Throw 25~28F Upper Body
R
13
Launch 28 + WBounce
14 + WBounce
13
This WILL whiff and you WILL regret it
Special Moves
623S
623SS Benten Garispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
46
Mid
4
4
31
-18
4
14
19
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/4.80
90%
1~4F Above Feet 1~6F Throw
RF
16
Launch 28
16
14
6~8F
"Benten Reaper"
623S (Frames 4-5) • 623S (Frames 6-7)
623H
623HH Benten Garispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
36, 24
Mid
9
4(4)1(2)1
33
-18
5
20×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.75/4.80×2
1~8F Lower Body 9~10F Front Leg 1~10F Throw
R
18
Launch
30
15
623H: 1st hit (Frames 9-10) • 623H: 1st hit (Frames 11-12) • 623H: 2nd hit (Frame 17) • 623H: 2nd hit (Frame 19)
•Max 2 hits •Frame Adv -26 when opponent blocks only first hit •In CH state 1~25F •Can cancel into Followup Axl Bomber 31~33F
623H > 623H
623H > 623HFollowup Axl Bomberspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30
Mid
14
4
45+10 after landing
5
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
R
18
Launch
60
15
•Axl is airborne 4F onwards •Axl is in CH state until landing •Can cancel into Kokuu Geki on hit or block 14~25F
j.63214S
j.63214SKokuu Gekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40
Mid
7
19
Until Landing+12
5
20
10
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.00/1.20
F
18
Launch
40
15
32~34F
"Empty Air Strike"
Hitbox stays just outside of green effects
•Has minimum height requirement •In CH state 1~43F
[4]6S
[4]6SRensen Gekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20×3
Mid
12
1×12
39
-15
5
6×3
8×3
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.50/1.20×3
F
18
Launch
36
15
15~16F
"Sickle Flash Strike"
First active is inside Axl
•Axl is in CH state 1~40F •Can cancel into Kyokusa Geki or Sensa Geki on 41F •Must charge back for at least 30F to perform Rensen Geki •Max 3 hits •Projectile, disappears if Axl gets hit
[4]6S > 8
[4]6S > 8Kyokusa Gekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
35
Mid
1
12
40
-18
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/1.20
18
Launch
41
15
"Melody Chain Strike"
First and last hitboxes
•Projectile, disappears if Axl gets hit •No CH state during move
[4]6S > 2
[4]6S > 2Sensa Gekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
26×5
Low
7
{2(5)}×4,2
17
-5
3
8×5
7×5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/2.40×5
R
13
Launch
34
6
"Whirling Chain Strike"
Active frame 1 • Active frame 2
[4]6H
[4]6HRashou Senspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
1, 80
Unblockable
27
28
34
5
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.00/1.20×2
18
Launch
Down
15
"Silk Bell Whirl"
•Axl is in CH state 1~79F •2nd hit has Dizzy modifier x0 •Must charge back for at least 30F to perform Rashou Sen •Can cancel to Rashou Sen Feint 25~27F •Rashou Sen cannot be performed when the opponent is knocked down or in sliding state
[4]6H > P
[4]6H > PRashou Sen Feintspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
Total 12
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
•Fastest possible Feint is 36F
214P
214PP Tenhou Sekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
Total 31
5
12, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/0.90
Forced 65%
4~17F Catch High
Launch
Down
15
P
•Cannot counter projectiles
214K
214KK Tenhou Sekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
Total 31
5
12, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/0.90
Forced 65%
4~17F Catch Low
Launch
Down
15
"Heaven Freeing Stone"
K
•Cannot counter projectiles •In crouching state 4~17F
623P
623PHachisubakospecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40
Mid
20
3
22
-11
3
10
12
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/7.20
90%
1~13F High Guardpoint
R
13
Launch
25
13
"Beehive Box"
•Will move during hitstop •Axl is in CH state 16~22F •Can cancel into Shiranami no Homura 17~23F
63214S
63214SS Raiei Sagekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
45
High/Air
28
4
13+6 after landing
-4
5
15
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.00/4.80
90%
RF
18
Launch
58 + Slide 45
15
26~28F
"Thunder Shadow Chain Strike"
•Axl is airborne 4F onwards
63214H
63214HH Raiei Sagekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20×3
High/Air
See notes
Until landing
43
3
8×3
7×3
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/1.20×3
Recovery: 1~15F All Recovery: 16~23F Low Profile
R
13
Launch
35
6
•Axl is airborne 7F onwards •Holding H delays startup (max delayed Startup: 106F) •Fastest startup to hit standing opponent is 50F (tested on Sol) •Max 3 hits
j.623H
j.623HAxl Bomberspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
All
17
Until Landing
18 after landing
0
5
20
20
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.00/4.80
Forced 90%
RF
18
Launch
40 + GBounce
15
1~4F after landing
Force Breaks
623P > 421D
623P > 421DShiranami no Homuraforcebreak
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
18×2, 50
Mid×2, All
7+0
9,9(13)4
37
-49
3×2, 4
10×3
10×2, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1~6F Strike
R
13×2, 14
Launch
60×2, 45
13, 6, 14
"Blaze of the White Waves"
1st hit (Frames 7-12) • 1st hit (Frames 13-15) • 2nd hit (Frames 16-18) • 2nd hit (Frames 19-21) • 2nd hit (Frames 22-24) • 3rd hit (Frames 38-41)
•Will move during hitstop •In CH state for first 7 recovery frames
j.623D
j.623DFB Axl Bomberforcebreak
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
All
9
4
24
5
20
9
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1~5F All 6~20F Throw
R
18
Launch
58
15
Doin' it oldschool
•Axl is in CH state during move
[4]6D
[4]6DFB Kyokusa Gekiforcebreak
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
52
Mid
8
12
30
-8
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/0.24
80%
18
Launch
27
15
For when you can't get the FRC
First and last hitboxes
•Disappears if Axl is hit •Axl is in CH state 1~29F
Overdrives
2363214H
2363214HByakue Renshousuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
50×2, 20×5
Mid
14+1
4,4(19)13
41
-14
5
20×2, 10×5
6×7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1~16F All 17~18F Throw
R
18
Launch
60
7×2, 15×5
• "Hundredfold Sickle Burn"
1st hit (Frames 15-18) • 2nd hit (Frame 19-22) • Second part (max range)
•Axl is in CH state during move •Spinning part: chip damage x2 •Straight line part: projectile, disappears if Axl gets hit