User:Shtkn/sandbox

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Test[edit]

5P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
8 Mid 5 4 5 +1 -

[edit]

  • Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.)

Rising Force in IK mode: 236236H[edit]

Miss Travailler 236H[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ready
236H
- - - - 14 - -
Roll > Ready
236K
- - - - Total 28 - 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees

[edit]

Characteristics

  • All normals change in Shotgun stance. The specials are all the same except that 236H leaves Shotgun stance.
  • You CANNOT jump, throw or enter IK mode in Shotgun stance but you can do anything else like blocking, crouching or dashing.
  • Getting hit in Shotgun stance makes you leave it.
  • Any kind of RC in Shotgun stance will keep it unless you did SG-H>RC.
  • Not moving or performing any action in Shotgun stance makes you enter a power-up mode that will enhance SG-H's damage, range and properties characterized by a red aura.
  • Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.
  • Every normal in shotgun stance except SG-H will keep the power-up.
  • Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode right away.

Shotgun stance can be used in both neutral and offense, more notably allowing high damage and scary pressure in the corner.

Reload
46H after SG-H
- - - - 17 -1 [+6] -

[edit]

Can only be used right after SG-H and allows you to keep being in shotgun stance for repeatedly shooting the opponent. Important to master and knowing the rhythm for reloads is key for mastering shotgun loops.

Fire 236H~H[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal Close: 30
Far: 20
All 3 1 Total 31 -2 -
Charged Close: 55
Far: 35
All 1 1 Total 29 +5 -

[edit]

The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H. Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives). 46H has to be done right afterwards if you want to keep shotgun stance.

Normal SG-H 3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out. Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.

You can loop {SG-H>46H}xN during corner pressure if you want to, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.

Powered SG-H Only one word is necessary to describe this move: Ridiculous. Ridiculous speed, damage, hitstun and hitbox. Once Elphelt has the charge, SG-H comes out in ONE FRAME after you press the button. Midscreen, you won't really get much out of it aside from a knockdown. Also blows the opponent away and causes them to tumble when they land if it lands as a counter hit in the deeper part of the hitbox. In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.

Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health. It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.

Thrust 236H~P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
18 Mid 3 3 6 +1 -

[edit]

Arguably the best 3f normal in the game. SG-P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure. However, the only combo that you will get out of it will generally be SG-P xN>SG-H which deals average damage. Thankfully and despite its speed, SG-P doesn't prorate so RCing the final SG-H allow you to get some great damage. The main reasons why you should use this move is mostly for tension gain and you can use SG-D if you notice that the opponent respects too much for some corner carry midscreen and high damage in the corner.

Roll 236H~K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
- - - - 24 - 1-10 All

[edit]

Despite being a roll, this move has invulnerability frames instead of low profiling certain attacks. It is also affected by dash momentum so you will generally use it with a microdash. This move is the sole reason why the opponent has to be very careful when dealing with Elphelt's shotgun in neutral situations as she will be able to whiff punish pretty much anything with an SG-H CH and it only has 14 vulnerable frames. You will mostly use it in reaction against projectiles in some matchups. Any other situations will generally require a hard read which makes it really useful only in certain matchups.

During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. It will however lose quite badly against 2P mashing so you will have to make sure that your opponent respects your pressure before using it.

Overall, a rather matchup dependent tool with situational crossup mixup applications when grenade is out.

Launch 236H~S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30 Mid 11 7 7 +0 7-10 Upper Body

[edit]

Doesn't gatling from anything and only gatling into SG-K. Staggers on hit. Can be used in neutral with a microdash for more range. Lots of untechable frames on air hit. Excellent move for confirming grenade explosions into air combos or shotgun loops as well as situational anti-air purposes. You can however be thrown or hit out of it quite easily during pressure, and it is -4 on instant block. Don't rely on it too much.

During pressure, the fact that it's slow makes it great against opponents who think that they can fuzzy jump SG-D. Use SG-S to prove how wrong they are.

Humorously, if the opponent isn't mashing out of stagger, SG-S will grey combo into itself indefinitely on the ground.

Demolish 236H~D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0, 47, 16 Throw 120000 15 3 35 +57 [+46] 1-17 Throw

[edit]

Slow command grab that is special cancelable. Generally, your only combo(tensionless) midscreen is SG-D>214K which leads to poor damage but great corner carry. With tension, one can cancel into 236S and RC it to re-enter normal stance and perform an air combo. In the corner however, it leads straight into shotgun loops and unblockable setups, and allows the highest damage output for a command grab in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the loops following SG-D generally allow you to get up to 90% tension. A frightening mixup tool when you consider how strong her stagger pressure and okizeme is.

Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.

Charged Stun Edge 236H[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 20x3 All 38 Until Corner Total 69 +14 -
Fortified 20x6 All ~+9 59 - +18 -

[edit]

  • Used for okizeme, zoning, and occasionally as a pressure reset.
  • Can be avoided with low profile moves

Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.H to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.


  • Used for okizeme, and occasionally as a zoning tool.
  • Clashes with projectiles
  • Can be avoided with low profile moves.

DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.

5A[edit]

Template:AttackDataHeader-BBTag
5A 800*2 All 7 2(4)1 19 -3 B -

[edit]

  • Hits twice.
  • Throw cancelable on either hit.
  • Jump cancelable on hit on either hit.
  • Both hits vacuum opponents.

Old 5B. Fast kick that pulls opponents closer to Jin for pressure and mix-ups. Has short range when compared to most other 5As. Second hit whiffs at the first hit's max range. Can cancel into 2A and back, allowing him to use this move twice in the same string.

5AA 1700 All 15 6 30 -12 B -

[edit]

  • Has Frostbite properties.
  • Throw cancelable.

Old 6D. Jin creates a jagged wall of ice that, thanks to his drive, has high hitstun, making it effective for canceling into slower moves. As of 2.0, this move has massive hitstun and blockstun, making it safe on block, allowing him to combo into 5C against grounded opponents, and makes an immediate cancel into 5C a true blockstring. However, it is now impossible to frame trap into Sekkajin as even the most delayed cancel is still a true blockstring. Has less vertical range than the animation implies. Last point in his A Smart Combo that can cancel into B normals. Be sure to avoid going into this too often in blockstrings as it has high recovery on whiff and will leave Jin vulnerable if the opponent Reject Guards.

5AAA 650*4 All 8 2(3)2(3)2(3)2 28 -4 B -

[edit]

  • Hits 4 times.
  • Staggers grounded opponents on hit.
  • Launches airborne opponents away on hit.
  • Only cancels into 5AAAA if the final hit connected or was blocked.

Old 22C. Jin slashes multiple times at lightning speed before returning his sword to its sheathe. The only normal this move can cancel into is 5AAAA, which makes this move difficult to use in blockstrings. Devastating starter due to its high damage and fantastic scaling but as 5AA can no longer frame trap into this move using it as a starter is very unlikely and highly situational. The stun is greatly extended on grounded counter hit, allowing Jin to continue the combo into essentially any attack. The final hit of this move is safe on block but is punishable if the opponent Reject Guards an earlier hit.

5AAAA 500, 1700 All 17 10 60 -51 B -

[edit]

  • Has Frost End properties.
  • Hits twice.
  • First hit switches sides on both hit and block.
  • Second hit only occurs if the first successfully hit the point character.
  • Second hit launches opponents away on hit.
  • Passes through on frames 18-29.
  • Opponent cannot Cross Burst during this attack.

Old 22C~D. Jin dashes through the opponent and freezes them with a slash from his sword. Upon sheathing his blade, the opponent is broken out the ice. This is a good combo ender due to it's high damage, good scaling, quick start-up, and safe-jump oki. Very easy to extend via assists thanks to the full freeze on hit, though note that the opponent is invincible until they thaw out so make sure to time assists properly. Hilariously unsafe on block or whiff so only use this move in combos. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out.

Savage Rampage Follow-ups GBVS SoulForgeIcon.png[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit
Rising Slash
Savage Rampage > L
1500 Mid 12 [32] 3 21 +1 [+2] KD

[edit]

Swings Grynoth in a high slash, hitting both airborne foes and those standing nearby. This is the fastest move Vaseraga has from stance. This move does not hit crouching foes. If done from EX stance 22H, it's +8 on block. Due to the low recovery, when used as a frametrap during march, it will often leave you plus on spot dodge, allowing you to keep your turn or in the EX version's case punish the spot dodge.

Sweeping Slash
Savage Rampage > M
1500 Low 16 [36] 6 29 -10 KD

[edit]

Swings Grynoth in a low sweep, knocking down any standing foes nearby. This move can be used to catch a foe attempting to back out range. If done from EX stance 22H, it's safe on block at -4. This is the longest ranged move Vaseraga has in stance. It also has the most active frames, allowing you to tag opponents quite easily for bad spacing/not blocking low.

Crushing Strike
Savage Rampage > H
2000 Mid 15 [40] 2 31 -4 [+16] KD

[edit]

Swings Grynoth in a vertical downward slash, causing guard crush when fully charged.

22H~H is a very important part of Vaseraga's kit. The move is safe on block and can be granted armor by Soul Forge. These properties encourage the enemy to attempt to poke out of it in order to avoid the guard crush, which you can punish by releasing the button to hit them before they break your armor however there is a specific timing to spotdodge that will allow them to avoid the guard crush and punish. The move is also prominently used as filler in his corner 214X loops, and as an ender in the corner BnB combo. Effective use of this move is essential for Vaseraga players. Outside of combos, it is your main frametrap option while in stance. If this move counter hits the opponent or catch them while airborne it will lead into game ending damage.

Ravaging Stomp
Savage Rampage > U
2000 Mid 28 [48] 6 30 -11 HKD

[edit]

Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will soak many hits. This followup is significantly more unsafe on block than the H followup, a property that when combined with its unique armor property, means that it is intended to be used as a bait and punish against enemy reversals when you do not already have armor ready. When you have soul forge already, you can use it to react to the hitstop of multi-hitting reversals and score a punish. This takes a lot of practice, but it will make Savage Rampage even more threatening.

March
Savage Rampage > 66
500*4 Mid - - - - -

[edit]

Vaseraga marches forward hitting with each slow step. The slow speed of the steps combined with their low hitstun means that the steps of march will not combo into each other on block or on hit. The EX version of March is faster than the normal version.

Cancel
Savage Rampage > 44
- - - - - - -

[edit]

Vaseraga exits stance to his normal state.

Great Scythe Grynoth
Savage Rampage > 632146X or 4S

[edit]

Although not technically a followup, Great Scythe Grynoth can be used while in Savage Rampage stance. See the move entry for Great Scythe Grynoth for further information on that move.

Combos[edit]

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_

Clickable Button Test[edit]


test


{{{name}}}[edit]



LST and LSTH Testing[edit]

{{AttackData-GGXRD-R2

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=

}} {{AttackData-GGXRD-R2

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=


||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||


}} Doesn't work :(

LST Testing Source[edit]

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=

LSTH Testing Source[edit]

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=


||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||


Test Frame Data[edit]

6 144 -8/+3 0 Mid 4 3 6 +1
6 144 -8/+3 0 Mid 4 3 6 +1



Other Test[edit]

| height="25px"| -
Mid - - - - KD

5L
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit
- Mid - - - - KD

Test Hitbox Views[edit]

5P[edit]
5P
GGAC Faust 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
10 Mid 5 4 6 +2 -

This is Faust's fastest move and has fairly decent range for a jab. It's useful for starting block strings. 5P can also sometimes function as an anti air that can stuff low to the ground air dashes. Some characters are able to low profile it, such as Faust, Zappa, and Millia.

Chains into f.S, c.S, 2S, 2H, 6H, and 2D; Combos into f.S, c.S, and 2S; Combos into 2D against crouching opponents or on counterhit

[edit]
2H
GGAC Ky 2H.png
Keep The Flag Flying
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
40 Mid 12 4 20 -7 -
  • 2H is a good anti-air and zoning tool
  • Catches jumps and iads very well.
    • On air hit the move vacums the opponent into itself.
    • 2H is jump cancelable.
  • On counter hit 2H is a launcher.


Split Up Full Frame Data Into 2 Tables[edit]

Template:AttackDataHeader-BBCF
5A 300 All 6 3 11 -2 B -
5B 400*2 Mid 8 4(2)1 16 -3 B -
5C 800 Mid 10 4 19 -6 B -
2A 300 All 7 4 9 -1 F -
2B 600 Low 9 2 15 -3 F -
2C 930 Mid 17 3 31 -17 B 9~19 H
6A 640 High 19 3 20 -4 B -
6B 840 All 19 4 4+14L -3 H 4~22 F
6C 1060 Mid 19 3 31 -13 B -
3C 900 Low 13 4 28 -15 F -
j.A 300 High/Air 7 3 9 - H -
j.B 600 High/Air 9 7 30 - H -
j.C 850 High/Air 10 3 20+4L - H -
j.2C 850 - 13 5 24 - H -
Version Cancel P1 P2 Starter Level Blockstun Hitstun Untech Hitstun CH Untech CH Blockstop Hitstop Chstop Hitbox
5A slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
5B slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
5C slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
2A slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
2B slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
2C slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
6A slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
  • Bonus Proration 110%
6B slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
6C slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
  • Values in [] are during OD
  • [During OD, freezes for 45, Freeze Count 3]

Change Order of Fields in Full Frame Data[edit]

Template:AttackDataHeader-BBCF !! Cancel !! P1 !! P2 !! Starter !! Level !! Blockstun !! Hitstun !! Untech !! Hitstun CH !! Untech CH !! Blockstop !! Hitstop !! Chstop !! Hitbox
5A 300 All 6 3 11 -2 B - slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
5B 400*2 Mid 8 4(2)1 16 -3 B - slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
5C 800 Mid 10 4 19 -6 B - slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf slkd lksdf
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]