System Data
Defense Modifier: x1.18
Guts Rating: 4
Weight: Light
Stun Resistance: 55
Jump Startup: 3
Backdash Time 16 / Invul: 1-8
I copy/pasta'd Axl's page as a template, can start filling this in using training mode's frame counter) |
Normal Moves
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5P | - | - | - | - | 0 | - | - | - | 5 | - | Total 12 | +2 | - | Click! |
5K | - | - | - | - | 1 | - | - | - | 7 | - | Total 19 | -1 | - | Click! |
c.S | - | - | - | - | 2 | - | - | - | 9 | - | Total 26 | -4 | - | Click! |
f.S | - | - | - | - | 2 | - | - | - | 9 | - | Total 29 | -7 | - | Click! |
HS | - | - | - | - | 4 | - | - | - | 11 | - | Total 34 | -5 | - | Click! |
5D | - | - | - | - | 4 | - | - | - | 25 | - | Total 52 | -9 | - | Click! |
6P | - | - | - | - | 2 | - | - | - | 9 | - | Total 30 | -8 | ??-?? Upper Body | Click! |
6K | - | - | - | - | 3 | - | - | - | 12 | - | Total 26 | +2 | ??-?? Throw | Click! |
6HS | - | - | - | - | 4 | - | - | - | 14 | - | Total 49 | -17 | - | Click! |
2P | - | - | - | - | 0 | - | - | - | 6 | - | Total 15 | ±0 | - | Click! |
2K | - | - | - | - | 0 | - | - | - | 5 | - | Total 15 | -1 | - | Click! |
2S | - | - | - | - | 2 | - | - | - | 11 | - | Total 26 | -2 | - | Click! |
2HS | - | - | - | - | 4 | - | - | - | 17 | - | Total 44 | -9 | ??-?? Low Profile | Click! |
2D | - | - | - | - | 2 | - | - | - | 8 | - | Total 32 | -11 | - | Click! |
j.P | - | - | - | - | 0 | - | - | - | 5 | - | Total 22 | - | - | Click! |
j.K | - | - | - | - | 2 | - | - | - | 7 | - | Total 28 | - | - | Click! |
j.S | - | - | - | - | 2 | - | - | - | 8 | - | Total 33 | - | - | Click! |
j.HS | - | - | - | - | 4 | - | - | - | 15 | - | Total Until L | - | - | Click! |
j.D | - | - | - | - | 3 | - | - | - | 12 | - | Total 40+Landing 6 | - | - | Click! |
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Universal Mechanics
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Throw | - | - | - | Forced: 50% | 0 | Ground Throw: ?? | - | R | 1 | - | - | - | - | Click! |
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Air Throw | - | - | - | Forced: 65% | 0 | Air Throw: ?? | - | R | 1 | - | - | - | - | Click! |
Dead Angle Attack | 25 | -5000 / 264 | - | Initial: 50% | 2 | All | - | - | 11 | - | Total 32 | -8 | - | Click! |
Blitz Attack | 50 | - | - | Initial: 55% | 1 | Mid | - | R | (15-48)+13 | 3 | Hit: 11 Whiff: 20 |
-2 | - | Click! |
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Blitz Attack Max Charge
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50 | - | - | - | 4 | Mid | - | R | 50+13 | 3 | Hit: 11 Whiff: 20 |
+5 | - | Click! |
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Special Moves
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
Overdrives
Instant Kill
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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During IK Mode:
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DESTROY | - | - | - | - | - | - | - | - | - | - | - | - | - |
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Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | - | - | - | - | - | - |
2P | - | - | - | - | - | - |
6P | - | - | - | - | - | - |
5K | - | - | - | - | - | - |
2K | - | - | - | - | - | - |
6K | - | - | - | - | - | - |
c.S | - | - | - | - | - | - |
f.S | - | - | - | - | - | - |
2S | - | - | - | - | - | - |
5H | - | - | - | - | - | - |
2H | - | - | - | - | - | - |
6H | - | - | - | - | - | - |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | - |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | - | - | - | - | - | - |
j.K | - | - | - | - | - | - |
j.S | - | - | - | - | - | - |
j.H | - | - | - | - | - | - |
j.D | - | - | - | - | - | - |
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)