Gekirin 214K air OK
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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40
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High, Air
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R
|
19
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13
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3+10L
|
-9
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Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air version.
Jam is in crouching state during landing recovery. 1~5F Strike invul. 4F onwards airborne. Floats opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block.
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Aerial
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30
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High, Air
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R
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16
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13
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Until L+10
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-
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Air Gekirin itself is mostly used as a combo filler/ender, but has uses in neutral / pressure when used from an airdash. Works like a downward overhead dropkick that lets you get a combo even without card. Drops her down really fast as well so super jump airdash Gekirin is like dropping a bomb.
Jam is in crouching state during landing recovery. Floats opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block.
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Powered Up
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32*3
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High, Air
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R
|
18
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3,4,6
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4+10L
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-6
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Becomes faster by one frame and also slightly safer, although this is kind of a moot point being already cancellable into followups. Gains 3 hits for a considerable damage boost, and guarantees a knockdown.
Jam is in crouching state during landing recovery. 1~5F Strike invul. 4F onwards airborne. Card consumed on 4F. Knocks down opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block.
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Aerial, Powered Up
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28*3
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High, Air
|
R
|
15
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3,4,6
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Until L+10
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-
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Would be a very fast TK overhead at 15 frames but the carded version gains a minimum height requirement. Becomes safer as well.
Jam is in crouching state during landing recovery. Card consumed on 1F. Knocks down opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block. Minimum height requirement.
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Followup
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16
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High, Air
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R
|
17
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13
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Until L+16
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-
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Jam is in crouching state during landing recovery. 1F onwards airborne. Floats opponent on hit. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block.
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Followup, Powered Up
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24*3
|
High, Air
|
R
|
12
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3,4,6
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Until L+16
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-
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Jam is in crouching state during landing recovery. 1F onwards airborne. Card consumed on 1F. Knocks down opponent on hit. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block.
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