RBNorway




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| Special moves | Basic Moves

Special moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
in rage 1+2 m 55(10,45) 20 pc8~17 -22 KND KND Rage art
in rage 1+2, b m 15 20 -22 TSU TSU Rage art
in rage qcf+1+2 m 40(60) 12(14~) +3(wl+9) KND KND Rage drive
1 h 7 10 +1 +8 +8
1, 2 h, h 7,12 10 -1 +6 +6
1, 2, 3 h, h, m 7,12,7 10 -25~-24 -14~-13 -14~-13
1, 4 h, l (TC) 7,8 s cs10~ -11 +1 +1
2 h 10(12) 10 0 +6 +6
2, 3 h, h 12,21 10 -9~-8 KND CS
2, d+3 h, l (TC) 10,11 s cs10~ -12 -1 -1
3 m 14 15~16 -7~-6 +4~+5 +4~+5
3, 2 m, h 14,17 15~16 -3 +7 KND
3, 2, b m, h 14,17 15~16 +4 +14g KND
3, 2, b, any input m, h, Special (cancel) 14,17 15~16 +3 +13g KND
4 h 17 12 -7 +7 Launch (JG?)
f+2 h 10 12 0 +6 +6
f+2, 3 h, h 10,16 12 -11~-10 +5~+6 +5~+6
f+2, 3, 1 h, h, m 10,16,22 12 -12 KND +19
f+1+2 m 22 20~21 +3~+4s +8~+9s KND
f+1+4 m 25 21~23 -14~-12 KND KND
f+2+3 m 21 20~21 -14~-13 KND KND
d/f+1 m 13 14 -2 +4 +4
d/f+1, 1 m, h 13,9 14 -5~-4 +5~+6 +8~+9
d/f+1, 1, 2 m, h, m 13,9,22 14 -9~-8 KND KND
d/f+1, b m, (Special) 13 14 +3 +9 +9
d/f+2 m 13 15~16 -8~-7 Launch (JG?) (+3a) Launch (JG?)
d/f+3 m 14 16 -9 +2 +2
d/f+3, 4 m, m 14,17 16 -10~-9 +6~+7 FS (+6~+7)
d/f+3, 4* m, m 14,25 16 -6~-5 FS (+6~+7) FS (+6~+7)
d/f+4 m 21 19~20 -1~0 +9~+10 KND
d+1 m 16 14~15 -9~-8 +2~+3 +3~+4s
d+1, D m 16 14~15s -9~-8 +2~+3 +3~+4s
d+1, 2 m, m 16,26 14~15 -17 KND KND
d+1, 2 (Hold) m, m 16,39 14~15 +14g / +16w KND KND Wall crush
d+1, 4 m, l 16,15 14~15 -31 -17 KND
d+1, 4, 2 m, l, m 16,15,21 14~15 -14 KND KND
d+4 (Close) l 13 15 -31 KND KND
d+4 l 9 15 -31 -17 KND
d+4, 2 l, m 9,23 15 -18 -9 -9
d+4:2:1+2 l, m, m 9,23,22 15 -17~-16 KND KND
d+4, 2:1+2 l, m, m 9,23,25 15 -17~-16 KND KND
d+1+2 m? 30 12~13 -16~-15 KND KND
d/b+2 m? 21 19~20 -11~-10 KND Launch
b+1 h 12 12~13 -9~-8 +2~+3 +2~+3 Homing
b+1, 2 h, h 12,21 12~13 -5~-4 +8k~+9k +8k~+9k Tail spin
b+2 m 22 18 -5s +4s +4s
b+2, 1 m, m 22,22 18 -12 0s KND
b+2, 1* m, m 22,35 18 +8~+9s +8~+9s KND
b+3 h 16 14~15 -6~-5 CS CS
b+4 l 14 20~21 -13~-12 +3~+4 +16g~+17g
b+1+2 h 28 24 pc8~23 0 KND KND Power crush
u/b+2 m 22 20~21 -9~-8 KND CS Homing
u/f+2 m (TJ) 35 34a js8 +9 KND KND Wall bounce
u/b+3 m (TJ) 12 15~16 js10~ -16~-15 Launch (JG?) Launch (JG?)
u+3 m (TJ) 13 15~16 js9~ -16~-15 Launch (JG?) Launch (JG?)
u/f+3 m (TJ) 14 15~16 js9~ -16~-15 Launch (JG?) Launch (JG?)
u/b or u or u/f+3, 4 m (TJ), m (TJ) 14,20 js1~ -13~-12 Launch (JG?) Launch (JG?)
u/f+4 m (TJ) 13 15~17 js9~ -13~-11 Launch (JG?) Launch (JG?)
f, F+2 m 14 15~17 (16~) -17~-15 -7~-5 -7~-5
f, F+2, 1 m, m 14,20 15~17 (16~) -12 KND KND
f, F+2, 1, B (Cancel) m, (Special) 14 15~17 (16~) -21~-19 -11~-9 -11~-9
f, F+2, 2 m, l (TC) 14,21 cs15~ -19~-17 Launch Launch
f, F+2, 2, B (Cancel) m, (Special) (TC) 14 15~s -28~-26 -18~-16 -18~-16
f, F+2:1 m, h 14,24 15~ -4 KMeD KMeD
f, F+3 m (TJ) 14 15~16a (16~) js9~ -17~-16 Launch (JG?) Launch (JG?)
f, F+3, 4 m (TJ), m (TJ) 14,15 js1~ -16~-15 Launch (JG?) Launch (JG?)
f, F+3, 4, 4 m (TJ), m (TJ), h 14,15,25 1~ -5~-3 KND KND
f, F+3, 4, f or d/f+4 m (TJ), m (TJ), m 14,15,18 1~ -14~-12 KND KND
f, F+3, 4, d or d/b+4 m (TJ), m (TJ), l (TC) 14,15,15 s cs20~ -17~-16 -6~-5 -6~-5
f, F+4 m (TJ) 20 23~34as (27~) js13~ -5~+6 KND KND
b, f+1 h 22 28~31 (28~) -6~-3 KND KND
b, B+1+2 ! 80 63~64 (64~) KND KND KND
WS+2 m 20 15~16 -14~-13 Launch Launch
WS+3 m 16 13~14 -8~-7 +3~+4 +3~+4
WS+3, 2 m, h 16,21 13~14 -9~-8 KND CS Tail spin
WS+4 m 18 11~12 -6~-5 +5~+6 +5~+6
FC+d/f+2 m 14 14~16 -17~-16 -7~-6 -7~-6
FC+d/f+1+2 l (TC) 20 32~33s cs1~ -12~-11 KND KND
D(Hundred and sixty frames) (Special) 32~33 1~
D(Hundred and sixty frames)n, u+3+4 (On the way up) m (TJ), m 48 13~18d js9~ -49~-44 Launch Launch
D(Hundred and sixty frames)n, u+3+4 (On the way down) m (TJ), m 48 46~56d js1~ -21~-11 -10~0s -10~0s
SS+1 h 21 20(30~) +8 KND KND
SS+3 l 17 19(29~) -12 +4 +12
Opponent Down, d+2 l(On grounded opponent) 16 18 -12 +4 +4
qcf (Special) 18
qcf+1 h 21 16~17 (18~) -4~-3 YKU YKU
qcf+2 (Close) m 54 13~14 (15~) -17~-16 KND KND
qcf+2 m 36 13~14 (15~) -17~-16 KND KND
qcf+3 l (TC) 17 18~19 (20~) cs6~ -14~-13 0~+1 KND
qcf+3+4 m (TJ) 40 19~20a (21~) js18~ -9~-8 Launch Launch
qcf, or d, d/f, n 19~20 (21~) 18~
qcb (Special) 19~20 (21~) 18~
qcb+1 m 24 21~22 (23~) 0~+1s KND KND
qcb+2 m 21(31) 15(17~) -8 KND KND
qcb+3 l (TC) 14 18~19s (20~) cs1~ -21~-20 -9~-8 KND
qcb+3, 2 l, m 14,20 18~19 (20~) 1~ -10~-9 +6~+7 +6~+7
qcb+3, 2, 1 l, m, h 14,20,25 18~19 (20~) 1~ -10~-9 KMeD KMeD
qcb+3, 2, 3 l, m, m 14,20,22 18~19 (20~) 1~ -13 KND Launch
qcb+4 h 23 15~16 (17~) +1~+2 KND CS Homing, Tail spin
qcb+1+2 m? 22 18~19 (20~) -14~-13 Launch Launch

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 10(12) 10 0 +6 +6
3 m 14 15~16 -7~-6 +4~+5 +4~+5
4 h 17 12 -7 +7 Launch (JG?)
f+1 h 7 10 +1 +8 +8
f+2 h 10 12 0 +6 +6
f+3 h 30 16 -16 KND KND
f+4 h 17 12 -7 +7 Launch (JG?)
d/f+1 m 13 14 -2 +4 +4
d/f+2 m 13 15~16 -8~-7 Launch (JG?) (+3a) Launch (JG?)
d/f+3 m 14 16 -9 +2 +2
d/f+4 m 21 19~20 -1~0 +9~+10 KND
d+1 m 16 14~15 -9~-8 +2~+3 +3~+4s
d+2 Sm (TC) 8 11s cs4~ -4 +7 +7
d+3 l (TC) 12 16s cs4~ -17 -3 -3
d+4 (Close) l 13 15 -31 KND KND
d+4 l 9 15 -31 -17 KND
d/b+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d/b+2 m? 21 19~20 -11~-10 KND Launch
d/b+3 l (TC) 12 15~17s cs5~ -18~-16 -4~-2 -4~-2
d/b+4 l (TC) 7 12s cs4~ -13 -2 -2
b+1 h 12 12~13 -9~-8 +2~+3 +2~+3 Homing
b+2 m 22 18 -5s +4s +4s
b+3 h 16 14~15 -6~-5 CS CS
b+4 l 14 20~21 -13~-12 +3~+4 +3~+4
u/b or u or u/f+1 m (TJ) 12 18 js9~ -8 +3 +3
u/b+2 m 22 20~21 -9~-8 KND CS Homing
u+2 h 22 15~16 -12~-11 +9~10g +9~10g
u/f+2 m (TJ) 35 34a js8 +9 KND KND Wall bounce
u/b+3 m (TJ) 12 15~16 js10~ -16~-15 Launch (JG?) Launch (JG?)
u+3 m (TJ) 13 15~16 js9~ -16~-15 Launch (JG?) Launch (JG?)
u/f+3 m (TJ) 14 15~16 js9~ -16~-15 Launch (JG?) Launch (JG?)
u/b+4 m (TJ) 14 15~17 js9~ -19~-17 -8~-6 -8~-6
u+4 m (TJ) 20 15~17 js9~ -13~-11 KND Launch (JG?)
u/f+4 m (TJ) 13 15~17 js9~ -13~-11 Launch (JG?) Launch (JG?)
u/f, n+4 m (TJ) 25 23(29,35) -11(-13) Launch (JG?) Launch (JG?)
WS+1 m 12 10~11 -4~-3 +7~+8 +7~+8
WS+2 m 20 15~16 -14~-13 Launch Launch
WS+3 m 16 13~14 -8~-7 +3~+4 +3~+4
WS+4 m 18 11~12 -6~-5 +5~+6 +5~+6
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+d/b or d+2 Sm (TC) 8 11s cs1~ -4 +7 +7
FC+3 l (TC) 12 16s cs1~ -17 -3 -3
FC+4 l (TC) 10 12s cs1~ -15 -4 -4
SS+1 h 23 20(30~) +8 KND KND
SS+2 h 10(12) 10(11~) 0 +6 +6
SS+3 l 18 19(29~) -12 +4 +12
SS+4 h 17 12(13~) -7 +7 Launch (JG?)
SS+1+2 h 7 10(11~) +1 +8 +8
SS+3+4 m 18 15~16 (16~) -7~-6 +4~+5 +4~+5
BT 1 or 2 h 15 8 -8 +3 +3
BT 3 or 4 h 25 10 -8 KND KND
BT d+1 or 2 Sm 10 10s cs1~ -2 +9 +9
BT d+3 or 4 l 12 10s cs1~ -11 +3 +3


13 Responses

  1. 3,2,b is +4 on block and +13g on hit. Nothing is guaranteed on hit unless you hit them on the back, in which case d+1+2 works and other backsway options work unless the character has a backturn parry or frame 1 invincible move.

    1. -13~14 is a move that on paper the frames vary. if you saw season to patch notes and saw 7.5 instead of 8 or 7, you saw +7~+8 on frame you’d get it…

      1. No, a move which is -13 ~ -14 will usually be -14, but it has two active frames. If you some how make your opponent block it in the last active frame, it will be -13. This can happen if you use it on an opponent who is techrolling, since there is part of the techroll animation where you can not be hit.

    2. It’s mean that. The hit can be -13 or -14 that the circonstances, or position of your advers player

  2. Some moves are missing entirely, like FC+df+2,1. Also his five-hit “ten-hit” combo’s frames would be nice to know.

  3. b+3 exact same still, fantastic.. and i am pretty sure that he is now much safer on qcf+1+2 right ? very nice. Tailspin moves are also excellent since those are pretty much the same as the bound enders.. b+1,2 specifically… i can already see my 14f punishes looking like b+3 > 3,2 > 1 > b+1,2 > Phoenix Smash or demo at walls… gonna be so much fun again.

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