Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Mid | 3 | 3 | 4 | +3 |
Standing jab with remarkable startup and a high hitbox. Typical way to start pressure up-close due to its speed, gatling options, and advantage on block. Whiffs on a lot of crouching characters, and some standing characters like Zappa. Can catch people trying to jump out of pressure, or be used to quickly anti-air after a parry.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Low | 5 | 4 | 7 | +1 |
Fast, plus on block standing low. Useful in pressure due to the aforementioned properties in addition to its nonstandard 6F hitstop, which makes tick throws harder to react to. Also a common piece of combo filler in corner loops, and can be used in neutral similarly to 2S depending on the matchup.
- Full counter hit state for the entire move's duration. Exercise caution.
Gatling Options: 2P, 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
90% | 5 | 7 | 2 | 12 | 12 |
- Jam is in CH state during move
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 6 | 8 | 12 | -6 |
The usual punish starter. Situational anti-air.
- Jam leans forward into a decently sized hitbox.
- Generally falls out favor to 5K when in range at neutral or as a pressure starter.
- Commonly used to confirm into f.S > TK Ryujin.
- Often relegated to combo fodder.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | 14 | 14 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 6 | 5 | 10 | -1 |
One of Jam's only farther reaching pokes. Meant for space wars.
- Decent AA for spaced airborne opponents
- Should always cancel this with a JC or 2D though to make it safe.
- Combos into TK Ryujin and characters at least as tall as Millia for big damage.
- One of Jam's best options to convert into an air combo from the ground.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | 14 | 14 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24×3 | Mid | 13 | 3(3)3(3)3 | 15 | +1 | 22~24F, 34~36F Upper Body 25~33F Low Profile |
The Guard Bar Generator
- Oppressive move on contact. +1 on block.
- Three hits means you build guard bar like mad.
- Has some upper body invul and low profiles on the last hit.
- Third hit vacuums for mixup and pressure resets.
- Forces crouching on hit for stronger confirms.
Oppressive normal which often leads to the very scary 6H. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo.
Gatling Options: f.S, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14×2,20 | 6×3 | 4×2, 5 | Crouch 18×2, Crouch 20 | 16×2, 18 |
- 3rd hit pulls in opponent on hit
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | High | 24 | 4 | 12 | -2 |
Moderate speed 5D but with a subtle animation, especially early into its startup. Extremely safe.
- Gatlings from almost every button.
- Easy and damaging Impossible Dust combos.
- Only -2 on block. Completely safe unless done point blank.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 20 | 3 | Launch 48 | 14 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18×2 | Mid | 7 | 1(10)3 | 12 | +2 | 1~7F Above Knees 8~20F Upper Body |
Lower than usual 6P meant for catching buttons more than jump-ins.
- Upper body invul frames 1-20. Designed to beat other characters' farther f.Ss
- Plus 2 on block, in case they didn't take the bait.
- Both hits stagger on grounded CH for easier confirms
- Gatlings from and to 2P for pressure cycles and repeated frame traps.
Typical style 6P for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a 6P is a basic strategy against Ky.
Gatling Options: 2P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
90% | 10, 14 | 7, 6 | 3, 4 | 14, 17 | 14, 16 |
- Staggers on ground CH (max 37F, both hits)
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | High | 17 | 8 | 17 | -6 |
Gatling Options: c.S, f.S, 2S, 5H, 6H, 5D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 15 | 6 | 5 | 19 | 18 |
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
34×2 | Mid | 16 | 3,3 | 16 | 0 |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20×2 | 6×2 | 5 | 19, Launch 28 | 18 |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
6 | Mid | 4 | 2 | 4 | +4 |
Four frame 2P which is +4 on block.
- Passable hitbox but good speed.
- Hits fairly high for a crouching P, can be low profiled.
- Hits crouching opponents, as opposed to 5P.
- Can stuff approaches due to speed if properly spaced.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
90% | 3 | 8 | 1 | 10 | 10 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
8 | Low | 5 | 3 | 9 | -2 |
Decent crouching poke.
- Similar to 2D in range, decent for Jam.
- Low profiles very slightly.
- Generally cancelled to 2D for knockdown or conversion with 236S~K.
- Makes for an ok tick throw at -2.
Gatling Options: 6P, 5K, 2K, 6K, c.S, f.S, 2S, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 3 | 8 | 1 | 10 | 10 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | Mid | 6 | 5 | 9 | +0 |
One of Jam's best poking normals.
- Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.
- Strong hitbox, and safe on block.
- Can stuff quite a few other buttons.
- Staggers on hit, CH combos to FB Puffball.
Gatling Options: 5K, 2K, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 10 | 7 | 3 | 14 | 14 |
- Staggers on ground CH (max 35F)
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Low | 8 | 8 | 22 | -13 |
Gatling Options: 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
11 | 6 | 4 | 17 | 16 |
- Staggers on ground CH (max 35F)
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Low | 6 | 4 | 16 | -6 |
Extremely fast sweep with great range for Jam. Valuable poke in neutral, combo filler to confirm into carded Ryuujin on most of the cast, and is jump cancelable to enable pressure resets.
Notable for having an FRC window starting frame 1, which means Jam can effectively FRC any normal that can gatling into 2D. Used this way, Jam gets huge frame advantage off of blocked normals, specifically 6K(1), 6P, and f.S. Because the window starts frame 1 and lasts 6 frames, it's easy to execute and allows pressure resets from any situation.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | 14 | 14 |
- FRC timing 1~6F
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
11 | High/Air | 5 | 4 | 14 |
Subpar j.P. Most relegated to combo'ing j.Ss together.
- Weak horizontal and vertical range.
- Hitbox is entirely enclosed by the hurtbox.
- Self-cancels at least, can be useful to drag blocking airborne opponents back down.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
14 | High/Air | 5 | 8 | 11 |
Jam's farthest reaching air normal. Mediocre air-to-air. Gatling Options: j.P, j.S, j.H, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | High/Air | 4 | 5 | 9 |
One of the strongest rising air-to-airs in the game.
- Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.
- Combos both to and from j.P for hit confirmation.
- Floats somewhat on hit with nonstandard hitstun for bigger conversions.
- Little horizontal range, so ensure that you're close to them first.
Gatling Options: j.P, j.H
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | Launch | 16 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
35 | High/Air | 7 | 10 | 16 |
Hits all around for crossups.
- Large active window.
- Confirms to 5F normals on air-to-ground.
- Easily punished on IB if done from an IAD.
Gatling Options: j.S, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | 14 | 14 |
j.D
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 43 pixels |
Average throw but with free followups. Gives a short superjump combo, but no knockdown without meter.
With FRC and/or cards, throw becomes a terrifying damage threat for Jam, leading to full conversions and a hard knockdown. Due to Jam's strength as a strike/throw character, throw FRC is her most important FRC to learn, as the threat of it leads to more value from her numerous frametraps. As a visual cue for the FRC window, the window appears when Jam has fully retracted her legs in her animation, as she's about to kick her opponent.
- CH grants same followups as FRC, but more prorated.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 50% | 6×2 | Launch 38 |
- FRC timing 43~44F
- No prorate if throw is FRC'd
- Jam has 17F to hit the opponent after the throw, 16F if FRC'd
- When FRC'd, throw does 0 damage
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 88 pixels |
Leads to knockdown plus oki or cards. Gives a full, but prorated combo in the corner.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 50% | 6, 7 | 50 |
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | All | 13 | 6 | 12 | -4 | 1~18F All 19~27F Throw |
Typical Dead Angle but with 2S's good hitbox.
- Always knocks down on hit
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
50% | 10 | 7 | 3 | Down | 14 |
- Jam is in crouching state during move
Special Moves
Banri Soushou
214H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214H | 28 | Mid | 8 | 6 | 10 | +5 | 1~13F, 22-23F Lower Body 14~21F Upper Body |
214H > 214H | 34 | Mid | 11 | 7 | 23 | -11 | 1~8F Upper Body |
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
214H | 20 | 6 | 5 | Stand 23 | 22 | |
214H > 214H | 20 | 6 | 5 | 19 | 48 |
214H:
- Can cancel into followup 9F onwards
214H > 214H:
- Can cancel into Hyappo Shinshou or Senri Shinshou 12-33F
Hyappo Shinshou
236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×4 | Mid | 17 | 2×4 | 25 | -10 | 1~9F Low Profile 10~16F Strike |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
6×4 | 6×4 | 4 | Launch 28 | 16 |
Senri Shinshou
236H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236H | 20×3 | Mid | 24 | 2×3 | 28 | -13 | 1~7F Strike 13~19F Low Profile |
236H Crossup | 20×3 | Mid | 26~31 | 2×3 | 24 | -9 | 1~7F Strike |
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
236H | 6×3 | 6×3 | 4 | Launch 28 | 16 | |
236H Crossup | 6×3 | 6×3 | 4 | Launch 28 | 16 |
236H:
- FRC timing 21~24F
236H Crossup:
- FRC timing 6~3F before active
Housai
214P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
0 | Air | 31 | 1 | 19+26 after landing |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 1 | Stagger 55 | 3 |
- Jam is in CH state until landing
- Jam is airborne 14F onwards
- Recovery on hit is 25 frames (all airborne)
Juppo Senken
623P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
13×11 | Air FD, Mid×10 (100 pixels) | 9 | 2×9(2)2(8)3 | 33 | -20 | 1~9 All 27~41F Upper Body |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10×10 | 7×11 | 3 | 14×10, Launch | 14×10, 90 + WBounce |
- If the opponent is within range and can be thrown on 1F, Jam starts the attack
- Otherwise Jam performs a whiff animation (total 40F)
Banri Senken
41236P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
48 | All | 13 | 14 | 48 | -35 |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | Launch | 30 + WStick 25 |
- FRC timing 13~14F
- Jam is in CH state during move
Mawarikomi
214K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 25 | 1~5F All 5~14F, 20~25F Above Feet |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
- Can pass through opponent 2~14F
Shouen
623K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | All | 5 | 2(2)4 | 8+6 after landing | +1 |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20×2 | 6×2 | 5 | 19 | 18 |
- FRC timing 9~11F
- Jam is airborne 5F onwards
- Auto Jump Install
Hochifu
546
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
1~8F Guard High |
Parry. See this section for more details.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
- Will parry any attack that can be blocked high if it hits within 8F after parry input
- Pressing any direction other than forward or neutral during this time will immediately cancel the parry attempt
- After inputting a parry, you cannot attempt another parry for 15F (does not apply to successful parries)
- Any moves input during the hitstop of a successful parry will start up once hitstop ends
Force Breaks
FB Hyappo Shinshou
236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
65 | Mid | 14 | 3 | 15 | +1 | 2F Upper Body 3~13F Strike |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
85% | 14 | 6 | 5 | Launch | 60 + WStick 30 |
- Dizzy modifier x1.25
Kenroukaku
623D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623D | 15×7 | Mid | 7 | 2×5,3,10 | 23+6 after landing | 1~13F Strike | |
j.623D | 15×7 | All | 5 | 2×5,3,10 | Until landing+6 | 1~11F Strike |
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
623D | 10×7 | 3×7 | Launch | 75 | ||
j.623D | 10×7 | 3×7 | Launch | 75 |
623D:
- Jam is airborne 3F onwards
- Dizzy modifier x0
j.623D:
- Dizzy modifier x0
Overdrives
Geki: Hououshou
632146S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×4, 32, 64 | Mid | 7+0 | 7 | 42 | -27 | 1~8F Strike 9~43F Upper Body |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 6×6 | 5 | 19×4, Stagger 35, Launch | 150×4, 100×2 |
Geki: Renhoukyaku
632146H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
100 | All | 20+0 | 8 | 31 | -20 | 1~5F Throw 6~22F All |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 6 | 5 | Launch | 90 + WBounce |
Geki: Saishinshou
236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50, 70 | Mid | 1+2 | 3,3 | 36 | -20 | 1~8F Strike |
Jam's third reversal super.
- Three frame large grounded uppercut animation. Has strike invincibility during its entire active window.
- Launches on hit for a full conversion with a 75% prorate.
- Comes with an FRC point on the first hit for safety.
- This FRC comes with the added bonus of 150% proration and stagger for big grounded followup damage.
- Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
150%, Forced 75% | 20×2 | 6×2 | 5 | Stagger 35, Launch | 90 |
- FRC timing 3~4F
Geki: Youeikyaku
j.236236K
Instant Kill
Gasenkotsu
During IK Mode: 236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Fatal | All | 11+6 | 12 | 22 | -15 | 12~16F Strike |
One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 5 |
- IK Mode activation: 54F
Combos
Combo Theory
Character | Air hit 2H | 6H > 214H followups | Air hit 2H 6H | Corner 6H > 214H > 214H > f.S | Extra notes |
---|---|---|---|---|---|
A.B.A. | YES | 214H/c.S/f.S 236D | NO | NO | - |
Anji | YES | 214H/c.S/f.S | YES | NO | - |
Axl | YES | Not point blank/corner | NO | Point blank | - |
Baiken | YES | Second 214H whiffs | YES | NO | - |
Bridget | YES | NO | Extremely low | NO | - |
Chipp | YES* | NO | NO | NO | *Doesn't work after a low 236D, use 41236P frc instead |
Dizzy | YES | NO | Really low | NO | - |
Eddie | YES* | YES | Really low | NO | *Doesn't work after a low 236D, use 41236P frc instead |
Faust | NO* | 214H itself whiffs | NO | NO | *2H works from wallsplat 236D |
HOS | YES* | NO | NO | NO | *Doesn't work from wallsplats |
I-No | YES* | NO | Really low | NO | *Doesn't work after a low 236D, use 5H(1) or just skip it instead |
Jam | NO | 214H/c.S/f.S 236D | YES | Requires microdash, 2H works too | - |
Johnny | YES | 214H/c.S 236D/f.S 236D | YES | f.S/2H no dash | - |
Justice | YES | 214H/c.S/f.S 236D | YES | f.S/2H no dash | - |
Kliff | YES | 214H/c.S/f.S | YES | Requires microdash, 2H works too | - |
Ky | YES | 214H/c.S 236D/f.S 236D | YES | Microwalk f.S, really hard | - |
May | YES | NO | YES | NO | - |
Millia | NO | NO | NO | NO | - |
Potemkin | YES | 214H/c.S 236D/f.S 236D | YES | Microdash f.S/Instant 2H | - |
Robo Ky | YES | 214H/c.S 236D/f.S 236D | YES | Microwalk f.S* | *Somehow easier than ky even though he's heavier??? |
Slayer | YES | f.S | YES* | NO | *Doesn't work after a low 236D, use 5H(1) or just skip it instead |
Sol | YES* | NO | NO | NO | *Doesn't work from wallsplats |
Testament | YES | 2 | YES | NO | - |
Venom | YES | 214H/c.S/f.S | YES | Dash f.S | - |
Zappa | YES | 214H/c.S/f.S 236D | YES | NO | - |
Full Frame Data
Normal Moves
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
5P | 12 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 3 | 3 | 4 | +3 | 9 | 10 | 10 | 11 | |||
5K | 12 | 5 | 7 | 90% | Low | 2 | SR | 2.64 | 5 | 4 | 7 | +1 | 11 | 12 | 12 | 6 | ||
c.S | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 8 | 12 | -6 | 13 | 14 | 14 | 13 | |||
f.S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 5 | 10 | -1 | 13 | 14 | 14 | 13 | |||
5H | 24×3 | 14×2,20 | 6×3 | Mid | 4×2, 5 | SR | 3.84×3 | 13 | 3(3)3(3)3 | 15 | +1 | 22~24F, 34~36F Upper Body 25~33F Low Profile | 16×2, 18 | Crouch 18×2, Crouch 20 | 16×2, 18 | 7×2, 15 | ||
5D | 16 | 8 | 20 | High | 3 | R | 2.64 | 24 | 4 | 12 | -2 | 13 | Launch 48 | 14 | 13 | |||
6P | 18×2 | 10, 14 | 7, 6 | 90% | Mid | 3, 4 | SR | 2.64×2 | 7 | 1(10)3 | 12 | +2 | 1~7F Above Knees 8~20F Upper Body | 13, 16 | 14, 17 | 14, 16 | 13, 14 | |
6K | 25 | 15 | 6 | 80% | High | 5 | SR | 3.84 | 17 | 8 | 17 | -6 | 18 | 19 | 18 | 15 | ||
6H | 34×2 | 20×2 | 6×2 | Mid | 5 | SJR | 3.84×2 | 16 | 3,3 | 16 | 0 | 18 | 19, Launch 28 | 18 | 15 | |||
2P | 6 | 3 | 8 | 90% | Mid | 1 | CSR | 1.44 | 4 | 2 | 4 | +4 | 9 | 10 | 10 | 11 | ||
2K | 8 | 3 | 8 | 80% | Low | 1 | CSR | 1.44 | 5 | 3 | 9 | -2 | 9 | 10 | 10 | 11 | ||
2S | 26 | 10 | 7 | 80% | Mid | 3 | SR | 2.64 | 6 | 5 | 9 | +0 | 13 | 14 | 14 | 13 | ||
2H | 30 | 11 | 6 | Low | 4 | SR | 3.84 | 8 | 8 | 22 | -13 | 16 | 17 | 16 | 14 | |||
2D | 28 | 8 | 7 | Low | 3 | SJRF | 2.64 | 6 | 4 | 16 | -6 | 13 | 14 | 14 | 13 | |||
j.P | 11 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 5 | 4 | 14 | 9 | 10 | 10 | 11 | ||||
j.K | 14 | 3 | 8 | High/Air | 1 | SR | 1.44 | 5 | 8 | 11 | 9 | 10 | 10 | 11 | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 4 | 5 | 9 | 13 | Launch | 16 | 13 | ||||
j.H | 35 | 8 | 7 | High/Air | 3 | SR | 2.64 | 7 | 10 | 16 | 13 | 14 | 14 | 13 | ||||
j.D | 40 | 8 | 7 | High/Air | 3 | SR | 2.64 | 17 | 6 | 25+4 after landing | 13 | Down | 26 | 13 |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 60 | 6×2 | Forced 50% | 43 pixels | RF | 4.00 | Launch 38 | |||||||||||
Air Throw | 60 | 6, 7 | Forced 50% | 88 pixels | 5.98 | 50 | ||||||||||||
Dead Angle Attack | 20 | 10 | 7 | 50% | All | 3 | R | 0.52 | 13 | 6 | 12 | -4 | 1~18F All 19~27F Throw | 13 | Down | 14 | 13 |
Special Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
214H | Banri Soushou | 28 | 20 | 6 | Mid | 5 | R | -/7.20 | 8 | 6 | 10 | +5 | 1~13F, 22-23F Lower Body 14~21F Upper Body | 20 | Stand 23 | 22 | 15 | ||
214H > 214H | Banri Soushou Followup | 34 | 20 | 6 | Mid | 5 | R | -/7.20 | 11 | 7 | 23 | -11 | 1~8F Upper Body | 18 | 19 | 48 | 15 | ||
236S | Hyappo Shinshou | 20×4 | 6×4 | 6×4 | Mid | 4 | R | 4.00/7.20×4 | 17 | 2×4 | 25 | -10 | 1~9F Low Profile 10~16F Strike | 16 | Launch 28 | 16 | 7 | ||
236H | Senri Shinshou | 20×3 | 6×3 | 6×3 | Mid | 4 | RF | 2.50/4.80×3 | 24 | 2×3 | 28 | -13 | 1~7F Strike 13~19F Low Profile | 16 | Launch 28 | 16 | 7 | ||
236H Crossup | Senri Shinshou Crossup | 20×3 | 6×3 | 6×3 | Mid | 4 | RF | 2.50/4.80×3 | 26~31 | 2×3 | 24 | -9 | 1~7F Strike | 16 | Launch 28 | 16 | 7 | ||
214P | Housai | 0 | 8 | Air | 1 | R | 2.00/7.20 | 31 | 1 | 19+26 after landing | 9 | Stagger 55 | 3 | 11 | |||||
623P | Juppo Senken | 13×11 | 10×10 | 7×11 | Air FD, Mid×10 (100 pixels) | 3 | R | -/2.00 | 9 | 2×9(2)2(8)3 | 33 | -20 | 1~9 All 27~41F Upper Body | 13 | 14×10, Launch | 14×10, 90 + WBounce | 8×9, 13×2 | ||
41236P | Banri Senken | 48 | 10 | 7 | All | 3 | F | 3.00/1.20 | 13 | 14 | 48 | -35 | 13 | Launch | 30 + WStick 25 | 13 | |||
214K | Mawarikomi | Total 25 | 1~5F All 5~14F, 20~25F Above Feet | ||||||||||||||||
623K | Shouen | 30×2 | 20×2 | 6×2 | All | 5 | RF | -/7.20×2 | 5 | 2(2)4 | 8+6 after landing | +1 | 18 | 19 | 18 | 15 | |||
546 | Hochifu | -/4.00 | 1~8F Guard High |
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236D | FB Hyappo Shinshou | 65 | 14 | 6 | 85% | Mid | 5 | R | 0.40/- | 14 | 3 | 15 | +1 | 2F Upper Body 3~13F Strike | 18 | Launch | 60 + WStick 30 | 15 | |
623D | Kenroukaku | 15×7 | 10×7 | 3×7 | Mid | R | 7 | 2×5,3,10 | 23+6 after landing | 1~13F Strike | Launch | 75 | 6 | ||||||
j.623D | Air Kenroukaku | 15×7 | 10×7 | 3×7 | All | R | 5 | 2×5,3,10 | Until landing+6 | 1~11F Strike | Launch | 75 | 6 |
Overdrives
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
632146S | Geki: Houshou | 20×4, 32, 64 | 20 | 6×6 | Mid | 5 | R | 7+0 | 7 | 42 | -27 | 1~8F Strike 9~43F Upper Body | 18 | 19×4, Stagger 35, Launch | 150×4, 100×2 | 0 | |||
632146H | Geki: Renhoukyaku | 100 | 20 | 6 | All | 5 | 20+0 | 8 | 31 | -20 | 1~5F Throw 6~22F All | 18 | Launch | 90 + WBounce | 0 | ||||
236236H | Geki: Saishinhou | 50, 70 | 20×2 | 6×2 | 150%, Forced 75% | Mid | 5 | RF | 1+2 | 3,3 | 36 | -20 | 1~8F Strike | 18 | Stagger 35, Launch | 90 | 15 | ||
j.236236K | Geki: Youeikyaku | 40, 26×N | 8 | 7, 8×N | High/Air | 3, 1×N | R | 9+0 | Until landing | 6 after landing | 1~10F All | 13, 9×N | Stagger 30 | 90 | 13, 5×N |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236236H | Gasenkotsu | Fatal | 20 | All | 5 | 11+6 | 12 | 22 | -15 | 12~16F Strike | 18 | 15 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff

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May [★]
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• Starter Guide •
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Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
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Damage/Combo System •
Gauges •
Misc •