•Untech time does not change on CH •Hitstop is one-sided like projectiles
Gold Burst
D+X goldGold Burstother
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
0
All
19
6
26+3 after landing
-5
3
10
20
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
25%
1~1F After Landing Strike
13
Launch
20
13
•Hitstop is one-sided like projectiles
Normal Moves
5P
5Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
8
Mid
3
2
7
+1
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
2~4F Upper Body
CSJR
9
10
10
11
3F is good
5K
5Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
12
Mid
7
5
6
+1
2
6
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
11
12
12
12
Average poke that moves ABA slightly forwards
Frames 7-8 • Frames 9-11
c.S
c.Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
26
Mid
7
3
12
-1
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
14
14
13
f.S
f.Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
26
Low
9
3
14
±0
4
11
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
16
17
16
14
Watch your shins!
5H
5Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
32
Mid
13
7
27
-15
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SR
18
19
18
15
Frames 13-16 • Frames 17-19
•Floats on CH (untechable for 80F)
5D
5Dnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
15
High
25
4
15
-5
3
8
20
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
R
13
Launch 48
14
13
6P
6Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
19×2
Mid
10
3(5)5
10
-1
3
10×2
7×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64×2
90%
1~9F Above Knees
SJR
13
14
14
13
1st hit (Frames 10-12) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-22)
•Jump cancel on 2nd hit only
6H
6Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
53
Mid
18
9
25
-15
5
20
18
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
70%
SR
18
Launch
35 + WBounce
15
The Hail Mary
Frames 18-21 • Frames 22-26
•Dizzy modifier x2.5 •On CH untechable for 80F: wallbounces midscreen, wallsticks in corner (stick for 25F)
2P
2Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
6
Mid
5
2
6
+2
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
80%
CSJR
9
10
10
11
2K
2Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
8
Low
7
4
10
-2
2
5
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
70%
SR
11
12
12
12
Standard crouching low
2S
2Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
22
Mid
8
6
13
-5
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
14
18
13
One of her best AAs
Frames 8-10 • Frames 11-13
•On CH untechable for 36F
2H
2Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
22×2
Mid
14
8(3)7
10
-3
3
10×2
7×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64×2
SJR
13
14
19, 14
13
Danzai Jr.
1st hit (Frames 14-17) • 1st hit (Frames 18-21) • 2nd hit (Frames 25-27) • 2nd hit (Frames 28-31)
•1st floats and pulls opponent in on hit
2D
2Dnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
25
Low
10
3
15
-4
3
8
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
10~12F Low Profile
SJR
13
Down
14
13
j.P
j.Pnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
10
High/Air
5
4
14
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
CSJR
9
10
10
11
Definitely NOT a standard air jab
j.K
j.Knormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
16
High/Air
6
8
12
3
8
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
Launch 28
14
13
Surprisingly good
j.S
j.Snormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
21
High/Air
7
8
11
3
8
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
14
14
13
Your main air-to-air
Frames 7-10 • Frames 11-14
j.H
j.Hnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
High/Air
15
Until landing
0
4
11
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SR
16
17
16
14
•Causes very little pushback
j.D
j.Dnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
35
High/Air
16
4
13+5 after landing
4
8
9
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
90%
SR
16
Launch
22
14
•Wallbounces on CH (untechable for 50F)
Moroha Normals
5P[m]
5P[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
11
Mid
3
2
7
+1
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
2~4F Upper Body
CSJR
9
10
10
11
3F is great
5K[m]
5K[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
14
Mid
7
5
6
+1
2
6
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
11
12
12
12
Average poke that moves ABA slightly forwards
Frames 7-8 • Frames 9-11
c.S[m]
c.S[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
Mid
9
3
14
±0
4
14
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
7~22F Foot
SJR
16
17
16
14
f.S[m]
f.S[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
24×2
Mid
9
2(2)2
16
-1
4
14×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SR
16
17
16
14
Footsies
Frames 9-10 • Frames 13-14
•1st hit causes very little pushback
5H[m]
5H[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30, 20
Mid
15
5(6)2
12
±0
5, 3
20, 10
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SR
18
19, 14
18, 28
15, 13
1st hit (Frames 15-19) • 2nd hit (Frames 26-27)
•1st hit staggers on ground CH (max 61F) •2nd hit pulls opponent in
5D[m]
5D[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
17
High
24
4
15
-5
3
8
20
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
R
13
Launch 48
14
13
Slightly bigger than normal mode
6P[m]
6P[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
23×2
Mid
10
3,3
17
-6
3
10×2
7×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64×2
90%
1~9 Upper Body 10~12F Above Knees
SJR
13
14
14
13
1st hit (Frames 10-12) • 2nd hit (Frames 13-15)
•Jump cancel on 2nd hit only
6H[m]
6H[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
38×2
Mid
15
7,7
30
-18
5
20×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SR
18
19
23
15
1st hit (Frames 15-18) • 1st hit (Frames 19-21) • 2nd hit (Frames 22-28)
2P[m]
2P[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
9
Mid
5
2
6
+2
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
80%
CSJR
9
10
10
11
2K[m]
2K[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
13
Low
6
4
10
-2
2
5
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
70%
SR
11
12
12
12
Important for fuzzy high/low mixups
2S[m]
2S[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
Mid
12
6
18
-7
4
14
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
16
17
23
14
Crazy good
•Floats on CH (untechable for 46F)
2H[m]
2H[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28×2
Mid
17
3,11
6
+2
5
20×2
6,14
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
13~18F Throw
SJRF
18
Crouch 20, Launch
18, 25 + GBounce
15
20~22F
1st hit (Frames 17-18) • 1st hit (Frame 19) • 2nd hit (Frames 20-30)
•Jump cancel on 2nd hit only
2D[m]
2D[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
37
Low
12
2
23
-6
5
15
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SR
18
Down
18
15
The "skill issues" button
j.P[m]
j.P[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
13
High/Air
5
4
14
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
CSJR
9
10
10
11
j.K[m]
j.K[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20
High/Air
5
8
12
3
8
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
Launch 28
14
13
Even better than before
j.S[m]
j.S[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
High/Air
10
5
12
4
11
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
90%
SJR
16
17
16
14
All around great
Frames 10-11 • Frames 12-14
j.H[m]
j.H[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40
High/Air
12
6
20
5
15
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
80%
SR
18
19
18
15
Frames 12-13 • Frames 14-15 • Frames 16-17
•Slams down opponent on air hit •Slides on CH (untechable for 100F, slides for 30F)
j.D[m]
j.D[m]moroha
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
42
High/Air
13
4
13+5 after landing
4
8
9
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
90%
SR
16
Launch
22
14
•Wallbounces on CH (untechable for 50F)
Goku Moroha Normals
5P[gm]
5P[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
11
Mid
3
2
6
+2
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
2~4F Upper Body
CSJR
9
10
10
11
3F is insane
5K[gm]
5K[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
14
Mid
6
5
4
+3
2
6
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
11
12
12
12
Even faster now
Frames 6-7 • Frames 8-10
c.S[gm]
c.S[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
Mid
7
3
9
+5
4
14
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
6~17F Foot
SJR
16
17
16
14
f.S[gm]
f.S[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
24×2
Mid
7
2(2)2
12
+3
4
14×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SJR
16
17
16
14
1st hit (Frames 7-8) • 2nd hit (Frames 11-12
•1st hit causes very little pushback
5H[gm]
5H[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30, 20
Mid
11
4(4)2
11
+1
5, 3
20, 10
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SJR
18, 13
19, 14
18, 28
15, 13
1st hit (Frames 11-14) • 2nd hit (Frames 19-20)
•1st hit staggers on ground CH (max 61F) •2nd hit pulls opponent in
5D[gm]
5D[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
17
High
22
4
15
-5
3
8
20
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
R
13
Launch 48
14
13
6P[gm]
6P[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
23×2
Mid
7
2,3
12
-1
3
10×2
7×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64×2
90%
1~6F Upper Body 7~8F Above Knees
SJR
13
14
14
13
1st hit (Frames 7-8);2nd hit (Frames 9-11)
•Jump cancel on 2nd hit only
6H[gm]
6H[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
38×2
Mid
11
7,7
24
-12
5
20×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
SJR
18
19
23
15
1st hit (Frames 11-14) • 1st hit (Frames 15-17) • 2nd hit (Frames 18-24)
2P[gm]
2P[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
9
Mid
5
2
6
+2
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
80%
CSJR
9
10
10
11
2K[gm]
2K[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
13
Low
5
4
10
-2
2
5
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
70%
SR
11
12
12
12
Important for fuzzy high/low mixups
2S[gm]
2S[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
Mid
9
6
9
+2
4
14
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
16
17
23
14
Crazy good
•Floats on CH (untechable for 46F)
2H[gm]
2H[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28×2
Mid
17
3,11
6
+2
5
20×2
6,14
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84×2
13~18F Throw
SJRF
18
Crouch 20, Launch
18, 25 + GBounce
15
20~22F
1st hit (Frames 17-18) • 1st hit (Frame 19) • 2nd hit (Frames 20-30)
•Jump cancel on 2nd hit only
2D[gm]
2D[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
37
Low
9
2
23
-6
5
15
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
18
Down
18
15
The "skill issues" button
j.P[gm]
j.P[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
13
High/Air
4
4
4
1
3
8
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.44
CSJR
9
10
10
11
Blazing fast
j.K[gm]
j.K[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20
High/Air
4
8
12
3
8
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SJR
13
Launch 28
14
13
Even better than before
j.S[gm]
j.S[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
33
High/Air
10
4
2
4
11
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
90%
SJR
16
17
16
14
All around great
Frame 10 • Frames 11-13
j.H[gm]
j.H[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40
High/Air
9
6
20
5
15
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
80%
SR
18
19
18
15
Frames 9-10 • Frames 11-12 • Frames 13-14
•Slams down opponent on air hit •Slides on CH (untechable for 100F, slides for 30F)
j.D[gm]
j.D[gm]goku
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
42
High/Air
7
4
10+5 after landing
4
8
9
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
90%
SJR
16
Launch
22
14
•Wallbounces on CH (untechable for 50F)
Universal Mechanics
Ground Throw
Ground ThrowGround Throwother
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40
45 pixels
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
4.00
Forced 50%
Down + WBounce
•Sends opponent on opposite side of throw direction
Ground Throw[m]
Ground Throw[m]Ground Throw (Moroha)other
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40
45 pixels
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
4.00
Forced 50%
Down + GBounce
•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
53
88 pixels
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
4.00
Forced 50%
Down
Air Throw[m]
Air Throw[m]Air Throw (Moroha)other
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
57
88 pixels
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
4.00
Forced 50%
Down
DAA
DAADead Angle Attackother
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
22
Mid
12
7
29
-22
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
0.52
50%
1~27F All 28~41 Throw
R
13
Down
14
13
Good, but there's a better option
Frames 12-15 • Frames 16-18
DAA[m]
DAA[m]Dead Angle Attack (Moroha)other
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
10
2(2)2
20
-12
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
0.52
50%
1~15F All 16~27F Throw
R
13
Launch 28 + WBounce
14 + WBounce
13
Frames 10-11 • Frames 14-15
•Max 1 hit
Special Moves
236S
236SDeletionspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20
Mid
12
2
17
-5
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
R
13
14
14
13
Gets the job done at least
•Can cancel into followup on 21F on hit or block
236S[m]
236S[m]Deletionspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
21
Mid
11
2
17
-5
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
R
13
14
15
13
Now that's a poke
•Can cancel into followup on 20F on hit or block
236S[gm]
236S[gm]Deletionspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
21
Mid
10
2
17
-5
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
RF
13
14
15
13
10~13F
Now that's a poke
•Can cancel into followup on 19F on hit or block
236S > 46S
236S > 46SRuinspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
26
Mid
6
3
19
-8
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
R
13
Stagger 30
14
13
Combo fodder
•Can cancel into followup from 9F onwards •Stagger lasts for 30 frames
236S > 46S[m]
236S > 46S[m]Ruinspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
6
3
19
-8
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
R
13
Stagger 45
35
13
A bit better in Moroha
•Can cancel into followup from 9F onwards •Stagger lasts for 45 frames
236S > 46S[gm]
236S > 46S[gm]Ruinspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
5
3
19
-8
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.00/2.40
RF
13
Stagger 45
35
13
5~8F
A bit better in Moroha
•Can cancel into followup from 8F onwards
236S > 46S > 63214S
236S > 46S > 63214SCondemnationspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
38
Mid
14
3
31
-15
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/3.60
Forced 90%
RF
18
Launch
50 + Slide 43
15
14~15F
•Opponent's Burst is disabled on hit
236S > 46S > 63214S[m]
236S > 46S > 63214S[m]Condemnationspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
42
Mid
14
3
28
-12
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/3.60
Forced 90%
RF
18
Launch
60 + Slide 40
15
14~15F
We got loops!
•Opponent's burst is disabled on hit
236S > 46S > 63214S[gm]
236S > 46S > 63214S[gm]Condemnationspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
42
Mid
14
3
23
-7
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/3.60
Forced 90%
RF
18
Launch
60 + Slide 40
15
14~17F
We got loops!
•Opponent's burst is disabled on hit
63214H
63214HBondingspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
0, 10
All(65 pixels)
13(4)
12(6)
30
-32
1
3
8, 0(6)
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/6.00
R
9
Launch
80
11
Frames 13-15, 19-21 • Frames 16-18, 22-24
•Listed Recovery is for when the move is blocked. On hit the recovery is 38F •Data in () is for the throw part •ABA enters Moroha mode on hit •Knocks down opponent on hit •ABA in CH state during move •Opponent's burst is disabled on hit •Can only be RC'd on block
j.63214H
j.63214HAir Bondingspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
0, 30
All
10
3
Until landing
1
3
8, 0
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/6.00
R
9
Down
80
11
Air
•ABA enters Moroha mode on hit •Knocks down opponent on hit •ABA is in CH state and air position remains constant from 1~31F •Can only be RC'd on block
63214H[m]
63214H[m]Bondingspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
0, 10 [1, 9]
All(65 pixels)
13(4)
12(6)
30
-32
1
3
8, 0(6)
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/6.00
R
9
Launch
80
11
Handy Moroha refresh
Frames 13-15, 19-21 • Frames 16-18, 22-24
•Listed Recovery is for when the move is blocked. On hit the recovery is 38F •Data in () is for the throw part •Data in [] is in Goku Moroha •ABA enters Normal mode on hit •ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode •Knocks down opponent on hit •ABA is in CH state during move •Opponent's burst is disabled on hit •Can only be RC'd on block
j.63214H[m]
j.63214H[m]Air Bondingspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
1, 30
All
10
3
Until landing
1
3
8, 0
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.50/6.00
R
9
Down
80
11
Handy Moroha refresh
Air
•Data in [] is in Goku Moroha •ABA enters Normal mode on hit •ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode •Knocks down opponent on hit •ABA is in CH state and air position remains constant from 1~31F •Can only be RC'd on block
•Costs 1 Blood Pack •Cannot be interrupted •Can pass through projectiles •Can be cancelled from any move except aerial moves, 63214H and 421H •Puts A.B.A into Goku Moroha mode and fills Moroha Gauge to 100% •Staggers for 45 frames on hit