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| Special moves | 10-hit | Basic Moves

Special moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
in rage b+3+4 m (TJ) 55 20 js13~17 pc8~17 -22 KND KND Rage art
1 or BT 1 or 2 h 7 10 +1 +8 +8
1, 1 h, h 7,7 10 -3 +4 +4
1, 2 h, h 7,10 10 -1 +5 +5
1, 2, 3 h, h, m (TJ) 7,10,20 js19~ -22~-21 Launch Launch
1, 2, 4 h, h, h 7,10,20 19~ -4~-3 KND KND Tail spin
2 or f+2 h 9 14 -3 +8 +8
2, 2 h, m 9,15 14 -12 +2 +2
3 h 12 13 -8 +8 +8
4 or BT 3 or 4 h 21 13 -5 KND KND Homing, Tail spin
1+2 m 26 13~14 -17~-16 KND KND
3+4 l (TJ) 20 33~34a js9~23 cs23~ -27 KND KND Homing
f+3 m 17 16~17 -9~-8 0~+1 +25g(KND)
f+1+2 m 21 25 pc8~24 -13 KND CS Homing, Power crush
d/f+1 m 12 13 -3 +3 +3
d/f+1, 2 m, m 12,17 13 -12 +2 KND
d/f+1, 4 m, h 12,14 13 -9 +2 +2
d/f+2 m 10 16~17 -9~-8 +2~+3 +2~+3
d/f+2, 3 m, m (TJ) 10,10 js14~ -18~-17 Launch Launch
d/f+3 m (TJ) 24 25~26 js9~ -6~-5 KND KND Homing, Wall bounce
d/f+4 m 16 12 -8 +3 +3
d/b or d+1 or FC+1 or BT d+1 or d+2 Sm 5 10s cs4or1~ -5 +6 +6 +3 on hit from side or behind
d/b or d+2 or FC+2 Sm (TC) 8 12s cs4or1~ -7 +4 +4
d/b or d+3 or FC+3 (Close) l (TC) 10 15s cs4or1~ -16 -5 -5
d/b or d+3 or FC+3 l (TC) 7 15s cs4or1~ -16 -5 -5
d/b or d+4 or FC+4 or BT d+3 or d+4 l (TC) 17 20~21s cs6or1~ -27 +5~+6s KND
d+1+2 or FC+d/b or d+1+2 Grounded face up d+1+2 (Special) (TC) 20~21 61~
d/b+1+2 ! (TJ) 30 51~52 js21~50 KND KND KND
b+1 m 13 14 -8 +3 +3
b+1, 2 m, m 13,13 14a -13~-11 Launch (JG?) Launch (JG?)
b+1, 2, 4 m, m, m (TJ) 13,13,17 js1~ -13~-12s KND KND
b+2 h 10 11 -4 +2 +2
b+2, 3 h, m 10,15 11 -9~-8 +3~+4 uKZD
b+3 h 12 16 -9 +2 +2
b+3, 1 h, h 12,20 16 -4~-3 +15~+16kg +15~+16kg Tail spin
b+3, 4 h, m 12,20 16 -14~-13 KND KND
b+4 Sm 12 15 -14 -2 -2
b+1+2 hm 5,20 27~28,37~38 -13~-12 KND KND
f, F+2 When hit , b m 25 14(15~) -9 KND KND
f, f+2 When hit or MG 2 When hit (Special) 14(15~)
f, F+3 h 12 16~17 (17~) -10~-9 KND KND Homing
f, F+3, 3 h, m 12,24 16~17 (17~) -13 KND KND Homing
f, F+3, 4 h, h (TJ) 12,21 js5~ -7~-6 KND KND Tail spin
f, F+4 m (TJ) 10 15~16 (16~) js12~ -16~-15 -5~-4 -5~-4
f, F+4, 2 m (TJ), m 10,10 js1~ -14~-13 -6~-5 (BU) -6~-5 (BU)
f, F+4, 2, qcf+1 m (TJ), m, Sm(DW) 10,10,20 1~ -10~+10 KND KND
f, F+4, 2, qcf+2 m (TJ), m, Sm(DW) 10,10,20 1~ -13~+17 -5~+25 -5~+25
f, F+4, 2, qcf+1, f or d/f+3+4 m (TJ), m, Sm, (MG) 10,10,20 1~ +2 KND KND Press down to recover crouching
f, F+4, 2, qcf+2, f or d/f+3+4 m (TJ), m, Sm, (MG) 10,10,20 1~ +2~+32 +10~+40 +10~+40 Press down to recover crouching
f, F+4, 2, qcf+1+2 m (TJ), m, SmSm 10,10,20,20 1~ +5 KND(KND) KND(KND) Press down to recover crouching
f, F+1+2 mh (TJ)l 5,6,20 18,31,47 (19~) js25~40 -14 KND KND
f+3+4 33 (ex MG)
f+3+4, D 30s (ex MG)
f, f, f+1 or WR+1 h 30 18~20 (21~) +6~+8 KND KND Tail spin
f, f, f+3 or WR+3 m 27 24~28a (27~) js3~ 0~+4 KND KND
WS+1 m 10 14 -7 +4 +4
WS+2 m 18 15~16a -9~-8 KND JG
WS+3 m (TJ) 20 15~16a js15~ -22~-21 Launch (JG?) Launch (JG?)
WS+4 m 15 11~12 -5~-4 +6~+7 +6~+7
FC+D (One second) 11~12
Jump 1 BT u or u/f+1 m 10 7a(12~) js1~ -25~0 -15~+10 -15~+10
Jump 2 BT u or u/f+2 m 15 9a(12~) js1~ -17~+8 -7~+18 -7~+18
Jump 3 BT u or u/f+3 m 10 7a(12~) js1~ -25~0 -15~+10 -15~+10
Jump 4 BT u or u/f+4 m 15 9a(14~) js1~ -18~+7 -8~+17 -8~+17
Grounded face up 1+2 (Special) (TC) 9(14~) 1~
2+3+4 (Special) 9(14~) 1~
f+4 (MG) 9(14~) 1~ Press down to recover crouching
MG 1 h 11 10(25~) -4 +2 +2
MG 1, 2 h, h 11,12 10(25~) -8 +1 +1
MG 1, 4 h, m 11,20 10(25~) -11 KND TS Tail spin
MG 1, 2, 1+2 h, h, m 11,12,21 10(25~) -13~-12 KND KND
MG 2 m (DS) 25 14(29~) -9 KND KND
MG 2, b m 25 14(29~) -9 KND KND
EX MG 2 m (DS) 25 14(29~) +7 (+21 wc) KND KND Wall bounce, Wall Crush
MG 3 h 12 16~17 (31~) -10~-9 KND KND Homing
MG 3, 3 h, m 12,24 16~17 (31~) -13 KND KND
MG 3, 4 h, h (TJ) 12,21 js5~ -7~-6 KND KND Tail spin
MG 4 l 20 18~25 (33~) cs10~ -24~-17 KND KND
MG 1+2 ! (TJ) 30 51~52a (66~) js21~50 KND KND KND
EX MG 1+2 ! (TJ) 30 41~42a js16 KND KND KND
qcf+1 Sm 20 28~48 (28~) -9~+11 KND KND
qcf+2 Sm 20 25~55 (25~) -13~+17 -5~+25 -5~+25
f, d, d/f+1 Sm 12 16a(16~) -22 (12~8a) Launch Launch
f, d, d/f+2 Sm x 3 9,9,9 13,22,31a (13~) -36 (19~8a) Launch Launch
qcb+1 Sm 20 20~21 (20~) -11~-10 +11kg KND Tail spin
qcb+2 Sm 22 20~21 (20~) -13~-12 +2~+3 CS
qcb+3 m (TJ) 20 27~36a (27~) js9~ -13~-4 KND JG
qcb+4 m (TJ) 15 26~33a (26~) js9~ -1~+6 +9~+16s +9~+16s
Jump qcb+3 m (TJ) 20 13~a (~) js1~ -14~-5 KND JG
Jump qcb+4 m (TJ) 15 13~a(~) js1~ -1~+6 +9~+16s +9~+16s
qcf+1, f or d/f+3+4 Sm (MG) 20 13~(~) 1~ +2~ KND KND Press down to recover crouching
qcf+2, f or d/f+3+4 Sm (MG) 20 13~(~) 1~ +2~+32 +10~+40 +10~+40 Hold down to recover crouching
qcf+1+2 SmSm 10,10 24,53~ (24~) +10g KND(KND) KND(KND) Press down to recover crouching
f, d, d/f+1+2 Sm x 5 5,5,9,9,9 11,,,a (11~) -34 Launch Launch
qcb+1+2 SmSm 5,20 15,37(15~) -13~-12 +12kg KND
qcb+3+4 m (TJ), m 5,15 25~32a ,49~50 (26~) js9~ -9~-8 KND KND
Jump qcb+3+4 m (TJ), m 5,15 10~a, 35~36 (~) js1~ -9~-8 KND KND
Two meter bars qcf, qcf+1+2 Sm 15 15 -7 Launch Launch

10-hit

Input 3 1 4 1 2 2 4 2 1 2
Level h m l m h m m sm sm sm*3
dmg 12 10 8 8 5 6 8 10 10 6*3
hit 8 4 -6s -4 -6 -5 -17 -10 -5k JG
guard -8 -12 -23 -12 -17 -16 -26 -21 -30 -33

Basic Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
1 h 7 10 +1 +8 +8
2 h 9 14 -3 +8 +8
3 h 12 13 -8 +8 +8
4 h 21 13 -5 KND KND Homing, Tail spin
f+1 h 7 10 +1 +8 +8
f+2 h 9 14 -3 +8 +8
f+3 m 17 16~17 -9~-8 0~+1 +25g(KND)
f+4 (to MG) (MG) 18~19 Press down to recover crouching
d/f+1 m 12 13 -3 +3 +3
d/f+2 m 10 16~17 -9~-8 +2~+3 +2~+3
d/f+3 m (TJ) 24 25~26 js9~ -6~-5 KND KND Homing, Wall bounce
d/f+4 m 16 12 -8 +3 +3
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6 +6 +3 on hit from side or behind
d/b or d+2 Sm (TC) 8 12s cs4~ -7 +4 +4
d/b or d+3 (Close) l (TC) 10 15s cs4~ -16 -5 -5
d/b or d+3 l (TC) 7 15s cs4~ -16 -5 -5
d/b or d+4 l (TC) 17 20~21s cs6~ -27 +5~+6s KND
b+1 m 13 14 -8 +3 +3
b+2 h 10 11 -4 +2 +2
b+3 h 12 16 -9 +2 +2
b+4 Sm 12 15 -14 -2 -2
u/b or U/F (Special) js5~
U (Special) js9~
WS+1 m 10 14 -7 +4 +4
WS+2 m 18 15~16a -9~-8 KND JG
WS+3 m (TJ) 20 15~16a js15~ -22~-21 Launch (JG?) Launch (JG?)
WS+4 m 15 11~12 -5~-4 +6~+7 +6~+7
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+2 Sm (TC) 8 12s cs1~ -7 +4 +4
FC+3 (Close) l (TC) 10 15s cs1~ -16 -5 -5
FC+3 l (TC) 7 15s cs1~ -16 -5 -5
FC+4 l (TC) 20 20~21s cs1~ -27 +3~+4s KND
SS+1 h 7 10(11~) +1 +8 +8
SS+2 h 9 14(15~) -3 +8 +8
SS+3 h 12 13(14~) -8 +8 +8
SS+4 h 21 13(14~) -5 KND KND Homing, Tail spin
BT 1 or 2 h 7 10 +1 +8 +8
BT 3 or 4 h 21 13 -5 KND KND Homing, Tail spin
BT d+1 or d+2 Sm 5 10s cs1~ -5 +6 +6 +3 on hit from side or behind
BT d+3 or d+4 l (TC) 20 20~21s cs1~ -27 +3~+4s KND


7 Responses

    1. Thanks. Added it now. I’ve seen something about being able to get wall bounce from this move. Do you know if it’s possible, or is it just for the ex version?

      1. It’s because it’s part of her 10 frame string and usually they have not been added.
        But added this for you now 🙂

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