Health: | 10,000 |
Prejump: | 4F |
Backdash: | 22F (1-7F Inv All) |
Unique Movements: | Triple Jump, 2 Air Dashes, Dancing Edge |
Normal Moves[edit]
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
5A
|
300
|
All
|
7
|
2
|
12
|
-2
|
B
|
-
|
CSJR
|
100
|
80
|
Normal
|
1
|
11
|
12
|
12
|
16
|
23
|
5
|
+0
|
+0
|
Click!
|
5B
|
300
|
All
|
6
|
2
|
12
|
-2
|
B
|
-
|
S(J)R
|
100
|
80
|
Normal
|
1
|
11
|
12
|
14
|
16
|
25
|
5
|
+0
|
+0
|
Click!
|
5C
|
630
|
Mid
|
11
|
2
|
20
|
-5
|
B
|
-
|
SJR
|
100
|
89
|
Long
|
3
|
16
|
17
|
17
|
22
|
31
|
5
|
+0
|
+2
|
Click!
|
2A
|
300
|
Low/Air
|
6
|
2
|
14
|
-4
|
F
|
-
|
CSR
|
90
|
80
|
Normal
|
1
|
11
|
12
|
12
|
16
|
23
|
5
|
+0
|
+0
|
Click!
|
2B
|
560
|
Low
|
10
|
7
|
24
|
-14
|
F
|
-
|
SR
|
90
|
89
|
Long
|
3
|
16
|
17
|
17
|
22
|
31
|
5
|
+0
|
+2
|
Click!
|
2C
|
700
|
Mid
|
17
|
2
|
23
|
-8
|
F
|
-
|
SR
|
100
|
89
|
Long
|
3
|
16
|
17
|
21
|
Crumple 40
|
35
|
5
|
+0
|
+2
|
Click!
|
6A
|
420*2
|
Mid
|
12
|
2 (4) 2
|
20
|
-8
|
B
|
7~13 H
|
R, SJR
|
100
|
85
|
Long
|
2
|
13
|
14
|
19
|
Launch
|
31
|
5
|
+0
|
+1
|
Click!
|
6B
|
700
|
High/Air
|
26
|
4
|
3+14L
|
-4
|
H
|
4~29 F
|
SR
|
80
|
89
|
Normal
|
3
|
16
|
21
|
17
|
29
|
33 + GBounce
|
5
|
+0
|
+2
|
Click!
|
- Bonus Proration 110%
- Fatal Counter
|
6C
|
910 [1300]
|
Mid
|
19 [42]
|
3
|
29
|
-14
|
B
|
-
|
SR
|
90
|
92
|
Long
|
4
|
18
|
23
|
40 + WBounce 40
|
Launch
|
58 + WBounce 40
|
16 [24]
|
+0
|
+5
|
Click!
|
- Values in [] for max charge
- Bonus Proration 110%
- [Fatal Counter]
|
3C
|
300*2, 600
|
Low
|
10
|
1(4)2(12)5
|
18
|
-6
|
F
|
-
|
SR
|
90
|
89
|
Long
|
3
|
16
|
17*2, Launch
|
40
|
22*2, Launch
|
54 + Down 23
|
5
|
+0
|
+2
|
Click!
|
j.A
|
300
|
High/Air
|
6
|
2
|
9
|
-
|
H
|
-
|
CSJR
|
80
|
80
|
Normal
|
1
|
11
|
12
|
12
|
16
|
23
|
5
|
+0
|
+0
|
Click!
|
j.B
|
500
|
High/Air
|
9
|
6
|
15
|
-
|
H
|
-
|
SJR
|
80
|
85
|
Long
|
2
|
13
|
14
|
17
|
18
|
29
|
5
|
+0
|
+1
|
Click!
|
j.2B
|
600
|
All
|
14
|
2
|
18
|
-
|
H
|
-
|
SJR
|
80
|
89
|
Long
|
3
|
13
|
17
|
17
|
22
|
31
|
5
|
+0
|
+2
|
Click!
|
j.C
|
700
|
High/Air
|
11
|
3
|
20
|
-
|
H
|
-
|
SJR
|
80
|
89
|
Long
|
3
|
13
|
17
|
19
|
22
|
33
|
5
|
+0
|
+2
|
Click!
|
Taunt
|
100*2
|
All
|
11
|
5(10)5
|
15
|
-10
|
B
|
-
|
SJR
|
100
|
20
|
Long
|
0
|
9
|
10
|
30, 10
|
14
|
41, 21
|
8
|
+0
|
+0
|
Click!
|
Drive Moves[edit]
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
5D
|
800
|
All
|
19
|
8
|
Until L+24
|
-
|
H
|
-
|
R
|
80
|
89
|
Normal
|
4
|
14
|
Launch
|
35 + Slide 15
|
Launch
|
50 + Slide 15
|
5
|
-
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
|
2D
|
800
|
All
|
13
|
10
|
9+3L
|
-
|
H
|
-
|
R
|
80
|
89
|
Normal
|
4
|
14
|
Launch
|
35
|
Launch
|
50
|
5
|
+0
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups
|
4D
|
1000
|
All
|
25
|
Until L
|
8
|
-
|
H
|
-
|
R
|
80
|
89
|
Normal
|
4
|
14
|
Crumple 34
|
35 + Down 23
|
Crumple 78
|
50 + Down 23
|
5
|
+0
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
- Fatal Counter
|
j.D
|
900
|
All
|
11
|
12
|
Until L+20
|
-
|
H
|
-
|
R
|
80
|
89
|
Normal
|
4
|
14
|
19
|
35
|
24
|
50 + WBounce
|
5
|
+0
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
|
j.2D
|
850
|
All
|
15
|
Until L
|
24
|
-
|
H
|
-
|
R
|
80
|
82
|
Normal
|
4
|
14
|
Launch
|
35 + Slide 10
|
Launch
|
60 + Slide 10
|
5
|
+0
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
|
j.4D
|
550, 800
|
All
|
Until L +15
|
10
|
9
|
-
|
H
|
-
|
R
|
90
|
79
|
Normal
|
4
|
14
|
19
|
35
|
24
|
50
|
5
|
+0
|
+5
|
Click!
|
- On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3
|
j.8D200x200px
|
930
|
All
|
10
|
10+4L
|
9
|
-
|
H
|
-
|
R
|
80
|
89
|
Normal
|
4
|
14
|
Launch
|
35
|
Launch
|
50
|
5
|
+0
|
+5
|
Click!
|
|
Triangle Jump Attack [2]8D
|
950
|
-
|
Until Wall+3
|
Until L
|
24
|
-
|
H
|
-
|
-
|
80
|
89
|
Normal
|
4
|
18
|
Launch
|
40
|
Launch
|
55
|
5
|
+0
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups
|
Triangle Jump > Drop Attack [2]8D~2
|
900
|
-
|
Until Wall+3
|
Until L
|
28
|
-
|
-
|
-
|
-
|
80
|
89
|
Normal
|
4
|
18
|
Launch
|
40
|
Launch
|
55
|
5
|
+0
|
+5
|
Click!
|
- On hit/block, has 2F recovery before transitioning to followups
|
Forward D > Stop xD > A
|
-
|
-
|
-
|
-
|
17+13L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
|
Upwards D > Stop xD > A
|
-
|
-
|
-
|
-
|
17+14L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
|
Downwards D > Stop xD > A
|
-
|
-
|
-
|
-
|
17+14L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
|
Forward D > Turn xD > B
|
-
|
-
|
-
|
-
|
Ground: 24 Air: 21
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Can pass through oppoonent 2-16
|
Upward D > Turn xD > B
|
-
|
-
|
-
|
-
|
24
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Can pass through oppoonent 2-16
|
Downards D > Turn xD > B
|
-
|
-
|
-
|
-
|
Ground: 30 Air: 16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Can pass through oppoonent 2-14
|
D > Jump xD > C
|
-
|
-
|
-
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
|
D > 6
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
|
D > 4
|
-
|
-
|
-
|
-
|
20
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
|
Universal Mechanics[edit]
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
Forward Throw
|
0, 1500
|
Throw(70)
|
7
|
3
|
23
|
-
|
T
|
-
|
SR
|
100
|
50 (Once)
|
Normal
|
4
|
-
|
Launch
|
60 + WBounce 40
|
-
|
-
|
-
|
0, 12
|
+0
|
Click!
|
|
Back Throw
|
0, 1500
|
Throw(70)
|
7
|
3
|
23
|
-
|
T
|
-
|
SR
|
100
|
50 (Once)
|
Normal
|
4
|
-
|
Launch
|
60 + GBounce + Down 33
|
-
|
-
|
-
|
0, 12
|
+0
|
Click!
|
|
Air Throw
|
0, 1500
|
Thtow(120)
|
7
|
3
|
23+3L
|
-
|
T
|
-
|
SR
|
100
|
50 (Once)
|
Normal
|
4
|
-
|
Launch
|
60 + GBounce
|
-
|
-
|
-
|
0, 12
|
+0
|
Click!
|
|
Counter Assault
|
0
|
All
|
13
|
4
|
30
|
-
|
B
|
1~20 All
|
R
|
50
|
92
|
Very Short
|
4
|
18
|
Launch
|
19
|
Launch
|
34
|
12
|
+0
|
+5
|
Click!
|
|
Crush Trigger Uncharged/Charged
|
1000
|
Guard Break 32/Barrier
|
20
|
1
|
25
|
0
|
B
|
-
|
R
|
80
|
60
|
Normal
|
-
|
24
|
Crumple 50
|
60 + GBounce + Down 23
|
Crumple 100
|
74 + GBounce + Down 23
|
11
|
+0
|
+2
|
Click!
|
1000
|
Guard Break 60/Barrier
|
30~61
|
1
|
25
|
0
|
B
|
-
|
R
|
80
|
100
|
Long
|
-
|
24
|
Crumple 50
|
60 + GBounce + Down 23
|
Crumple 100
|
74 + GBounce + Down 23
|
11
|
+0
|
+2
|
Click!
|
|
Specials[edit]
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
Kitty Litter Special 63214A/B
|
-
|
-
|
30
|
-
|
Total 52
|
-
|
P1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Chibikaka
|
500
|
All
|
30
|
Until Hit
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+9
|
+9
|
+9
|
Click!
|
Fish
|
500
|
All
|
30
|
Until Hit
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+9
|
+9
|
+9
|
Click!
|
Apple
|
500
|
All
|
30
|
Until Hit
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+9
|
+9
|
+9
|
Click!
|
Hammer
|
500
|
All
|
30
|
Until Hit
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+18
|
+18
|
+18
|
Click!
|
Baseball
|
500
|
All
|
30
|
Until Offscreen (120) Until Offscreen
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+9
|
+9
|
+9
|
Click!
|
Bomb
|
500*2
|
All
|
30
|
Until Hit(1)1
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
Launch
|
30
|
Launch
|
41
|
0/+9
|
+9
|
+9
|
Click!
|
Pillow
|
500*2
|
All
|
30
|
Until Hit
|
-
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+9
|
+9
|
+9
|
Click!
|
Bowling Ball 63214C
|
500*2
|
All
|
56
|
Until Hit
|
Total 79
|
-
|
P1
|
-
|
R
|
90
|
80
|
Short
|
1
|
11
|
12
|
12
|
16
|
23
|
0/+9
|
+9
|
+9
|
Click!
|
Cat Jump 214D
|
-
|
-
|
-
|
-
|
37+5L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
- Can cancel into actions on 19
|
Cat Spirit One! 236A
|
400*N
|
All
|
12
|
2 [(9)2]*N
|
19
|
-4
|
B
|
-
|
R
|
100
|
89
|
Long
|
3
|
16
|
17
|
22
|
22
|
36
|
5
|
+0
|
+2
|
Click!
|
- Press button for more hits (max 9).
- Followup hits will have startup 9 and 2 active frames.
- Can cancel in Drives on hit/block.
- Can cancel into Cat Sprit Encore! on hit/block/whiff
|
Slashy Slashy 22C
|
110*3
|
Mid
|
8
|
[2,2,6]*3
|
15
|
-
|
B
|
-
|
R
|
100
|
85
|
Long
|
2
|
13
|
14
|
25
|
Launch
|
37
|
5
|
+0
|
+1
|
Click!
|
- Press button for more hits
|
Cat Spirit Two! j.236B
|
300*4, 1000
|
All
|
9
|
4(3)4(3)4(3)4(3)4
|
15+9L
|
-
|
H
|
-
|
R
|
100
|
85
|
Long
|
2
|
13
|
14*4, Launch
|
17*4, 36 + WBounce
|
18*4, Launch
|
29*4, 47 + WBounce
|
5*4, 20
|
+0
|
+1
|
Click!
|
- Release button to stop attack and go into recovery.
- Can cancel into Drive on hit/block
|
Cat Spirit Three! 236C
|
800,800 [900,900]
|
All [High, All]
|
21 [35]
|
-
|
-
|
-
|
B
|
-
|
R
|
90
|
89,79 [92,82]
|
Normal, Long
|
3 [4]
|
16 [18]
|
17, Launch [19, Launch]
|
22 + GBounce, 26
|
22, Launch [24, Launch]
|
36 + GBounce, 40 [41 + Gbounce, 41]
|
11 [12]
|
+0
|
+2 [+5]
|
Click!
|
Cat Spirit Encore!200x200px 236A/C~B
|
1000
|
Low
|
11
|
3
|
33
|
-19
|
F
|
-
|
R
|
80
|
89
|
Normal
|
3
|
16
|
Crumple 47
|
40
|
Crumple 58
|
54
|
5
|
+0
|
+2
|
-
|
Sticky Kitty j.214D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Distortion Drives[edit]
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
Hexa Edge 236236D
|
720*4, 2160 [720*4, 100*16, 2160]
|
All
|
4+(28 Flash)+3
|
2(6)2(4)2(6)2(18)2
|
43
|
-26
|
B
|
1~14 All
|
R
|
80
|
82
|
Normal
|
4
|
18
|
23*4 [*20], Launch
|
60*4, 55
|
28*4 [*20], Launch
|
75*4 [*20], 70
|
6*4, 12 [6*4, 1*16, 12]
|
+0
|
+5
|
Click!
|
- Values in [] are during OD
- Minimum Damage 20%: 1008 [1328]
|
Imma Beat The Crap Outta You 214214C
|
0, 4000 [0, 4800]
|
Unblockable
|
5+11
|
10
|
??+50L
|
-
|
T
|
1~15 All 16~25 FT
|
-
|
100
|
100, 20
|
Very Short
|
4
|
-
|
Launch
|
1000
|
-
|
-
|
-
|
0
|
+0
|
Click!
|
- Values in [] are during OD
- Misses vs crouching opponents.
- Minimum Damage 25%: 1000 [1200]
|
Unison Nyaibu j.236236D
|
800, 100*8, 800*4 [800, 100*28, 800*5]
|
All
|
4+(68 Flash)+5
|
3
|
Until L
|
-
|
H
|
1~11 All
|
R
|
80
|
80
|
Normal
|
4
|
18
|
Launch
|
60 + Slide 49 + Down 94
|
-
|
-
|
20
|
20, 1*12 [*33]
|
+0
|
Click!
|
- Values in [] are during OD
- Minimum Damage 15%: 720 [1140]
|
Overdrive[edit]
All normals, drives and specials that are strikes create a shadow that:
- hit 20F after the original attack
- have hitstop 5F
- can be guarded All
Exceed Accel[edit]
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
Kaka Clan Hospitality! ABCD
|
600, 440, 0, 40*18, 1200 {600, 440, 0, 60*18, 1200*3}
|
All
|
20 [10]
|
3
|
34
|
-10
|
B
|
1~22 All [1~12 All]
|
-
|
100
|
100
|
Long
|
-
|
26
|
Launch
|
200 + Slide 40
|
-
|
-
|
20
|
20, 0*2, 0/+3*18, 0/+20
|
+0
|
Click!
|
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 296 {572+46}
|
Astral Heat[edit]
Name
|
Damage
|
GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame AdvThe 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.
|
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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
|
Inv.Attribute and Hitbox Invincibility information.
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
StarterCombo time modifier when used as the starting hit of a combo.
|
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
|
HitboxHitbox link for this move
|
Attack Meow Pow! [4]128D
|
0,100*5,10*5,20,21000
|
All
|
Until Wall+(60 Flash)+3
|
Until L
|
54
|
-
|
H
|
Flash-Landing All
|
-
|
-
|
-
|
Long
|
1
|
12
|
-
|
-
|
-
|
-
|
0
|
-
|
-
|
Click!
|
Revolver Action Table[edit]
Ground Revolver Action Table
|
A |
B |
C |
D |
Cancels
|
5A[3]
|
5A[+], 6A |
5B, 6B |
5C, 2C, 6C, 3C |
5D, 2D, 4D |
Throw, Jump, Special
|
5B
|
5A, 6A |
6B |
5C, 2C, 6C, 3C |
5D, 2D, 4D |
Jump[-], Special
|
5C[1]
|
- |
- |
2C, 6C, 3C |
5D, 2D, 4D |
Jump, Special
|
5D
|
- |
- |
- |
- |
D Followups[+]
|
2A[2]
|
5A, 2A, 6A |
5B, 2B, 6B |
5C, 2C, 6C, 3C |
5D, 2D, 4D |
Throw, Special
|
2B
|
6A |
5B |
5C, 2C, 6C |
5D, 2D, 4D |
Special
|
2C[1]
|
- |
- |
5C, 6C, 3C |
5D, 2D, 4D |
Special
|
2D
|
- |
- |
- |
- |
D Followups[+]
|
6A
|
- |
6B |
5C, 2C, 6C, 3C |
5D, 2D, 6D, 4D |
Jump
|
6B
|
- |
- |
- |
j.D, j.2D, j.4D, j.8D |
Special
|
6C
|
- |
- |
- |
5D, 2D, 4D |
Special
|
6D
|
- |
- |
- |
- |
D Followups[+]
|
4D
|
- |
- |
- |
- |
D Followups[+]
|
3C
|
- |
- |
- |
- |
Special
|
Air Revolver Action Table
|
A |
B |
C |
D |
Cancels
|
j.A
|
j.A |
j.B, j.2B |
j.C |
j.D, j.2D, j.4D, j.8D |
Throw, Jump, Special
|
j.B
|
- |
j.2B |
j.C |
j.D, j.2D, j.4D, j.8D |
Jump, Special
|
j.2B
|
- |
j.B |
j.C |
j.D, j.2D, j.4D, j.8D |
Jump, Special
|
j.C
|
- |
- |
- |
j.D, j.2D, j.4D, j.8D |
Jump, Special
|
j.D
|
- |
- |
- |
- |
D Followups[+]
|
j.2D
|
- |
- |
- |
- |
D Followups[+]
|
j.4D
|
- |
- |
- |
- |
D Followups[+]
|
j.8D
|
- |
- |
- |
- |
D Followups[+]
|
- All cancels from 6A are on the 2nd hit
- All cancels from 3C are on the 2nd or 3rd hit
- 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
Navigation[edit]
Click [★] for character's full frame data
System Explanations