update
  • 31/12/2020
    Added Simple evaluation. (other than King Leo & Jyazu)
  • 24/12/2020
    Update frame data. (King Leo, Jyazu)
  • 22/12/2020
    Update frame data. (Joker,Chung,Gordon,King Lion)
  • 11/12/2020
    Temporarily installed "Simple evaluation", and update frame data. (Kim, Hayate, Eagle, Gozu, Mezu)
  • 5/12/2020
    Added "System description" & "Deeper explanation".
  • 4/12/2020
    Page creation, Creating a template for frame data, Described Rosa frame data.

System description

Movements
  • walking, crouching, jumping, stepping, backstepping.
    everything is general.
  • steps can be interrupted at any time by inputting 4/1.
    (only the forward step, back step can't be interrupted.)
  • Gozu/Mezu/Jyazu can jump again while jumping.
Attacks
  • there are 3types of punch, kick, weapon, and 2 each of light/strong, for a total of 6 types.
  • in addition, there is a "Low-Attack" at 3+A and a "Mid-Attack" at B+C.
Throws
  • throw at 6/4+C.
  • also, if you enter 6/4+C at the moment you grab it, throwing damage will be reduced.(tech-throw)
  • Gordon & Eagle can use aerial-throws.
Blocking
  • standing blocking, crouching blocking, and vicious aerial blocking.
  • only Gordon's 236A and Gordon's & eagle's aerial-throws can disable aerial blocking.
Guard-Cancel
  • at the moment of blocking, input 236A to perform "Guard cancel".
  • since Guard cancel is done with specials that can be used with or without weapons, the performance difference for each character is very large.
Avoid/Circle step
  • "Avoid" is A+B, "Circle step" is 6A+B.
  • Avoid is invincible to attack, but not invincible to throw, and at the end the invincibility disappears, exposing a gap.
  • Circle Step is very malicious.
    It moves a lot and is invincible for both attacks and throws.
    The invincibility of throwing disappears at the end, but it is invincible from beginning to end against attacks.
  • the tactic of escaping by making heavy use of this circle step and aerial blocking is very strong.
Life recovery of the character who is waiting
  • there are 5ranks for life recovery of the character behind.
  • rank is S/A/B/C/D, and the recovery upper limit and recovery speed are different for each rank. (S is the best, D is the worst)
  • first rank is A, and each time you make a change, the rank will decrease by one, and when you reach rank D, your life will not recover.
  • you can raise the rank by one step with taunt, so if you taunt 3 times at rank D, you can get to rank A.
    The rank rises the moment you enter taunt, so you can quickly raise the rank by repeating the interruption of taunt.
  • there are 5ranks, but only a combination of good friends can reach the S rank.
    • Hayate & Eagle
    • Gozu & Mezu
    • Joker & Chung
  • the higher the life recovery rank, the better, but even if the recovery amount and recovery speed are S rank, it is insignificant, so it is unreliable.
Surprise attack
  • a unique attack that can be used when the life of a character fighting on the front line is less than 50%.
  • damage increases with good friends and decreases with bad tags.
  • the tags that are good friends are the three groups mentioned above, and the tags that are not good friends are the following three groups.
    • Gozu & King Lion
    • Mezu & King Lion
    • Joker & Gordon
Emergency touch
  • a unique change that can be used when the life of the character fighting on the front line is less than 50% and the life of the opponent character is 50% or more.
  • it tracks the position of the X-axis and attacks while changing.
  • unlike normal changes, 1F is not invincible.
    if 1F is attacked, it cannot be changed.
    also, if 1F is attacked and becomes K.O., the game will freeze and reset.
  • I don't know why, but you can cancel block and use emergency touch.(guard-cancel)
  • Eagle can arial-throws over the tag area and press D during the throwing motion to change with an emergency touch.

Deeper explanation

Projectile rank
  • there are 4stages of S/A/B/C.
  • when projectiles of the same rank collide, both disappear.
    when projectiles of different ranks collide, the lower ranks disappear and the higher ranks remain.
CBAS
Gozu
Jyazu
623A/B/C
623A/B/C
Rosa
Hayate
Eagle
Gozu
Mezu
Joker
Chung
Jyazu
236C
236C
236C
236C
236C
236C
236C
236C
Rosa
Hayate

Eagle
Gozu

Mezu


Joker

Chung

Gordon
King Lion

King Leo

Jyazu
63214C
2_8A/B/C
63214C
214C
2_8A
41236A
41236B
623B
63214B
63214C
632146A
63214C
646C
2_8C
28C
63214C
28C
63214C
28A
63214B
Chung
Jyazu
632146A
632146A

Drop the weapon
  • if the Cbutton normals or the weapon-using specials hit at the beginning of the weapon-using specials, the weapon will be dropped.
  • this dangerous time is about 1F~9F when the operation starts.
    depending on the attack, it may be a little shorter or longer.
Rosa623C(3F), 421C(8F), J2C(9F)
Kim2_8C(5F)
Hayate41236A(6F),63214C(9F),2_8A/B/C(9F)
Eagle214C(9F)
Gozu623A/B/C(9F),2_8A(9F),41236A(8F),214C(8F)
Mezu41236B(9F),623B(9F),63214B(9F),214C(8F)
Joker63214C(9F),623C(9F)
Chung63214C(9F),646C(9F)
Gordon236C(7F),2_8C(9F)
King Lion236C(9F),63214C(9F),28C(9F)
King Leo236C(9F)*1,63214C(9F),28C(9F)
Jyazu623A/B/C(9F),63214B(9F),28A(9F),214C(7F)
  • pick up a weapon by inputting 2+A/B/C near the dropped weapon.
    you can also pick up weapons by changing.

  • if you drop the weapon, you will not be able to use the weapon attack with Cbutton.
    of course, Specials/Desperation that uses weapons can't be used either.
  • Kim & Chung are using weapons with 3+A and throw, so they can't be used.
  • some characters have normals that change.
    • Kim 3A(crouching strong punch) → same action as 2A.
      Kim B+C → Mid-Mid deteriorates to High-Mid.
    • Chung cl.6B has changed to allow a Rushing-Combination for jump attacks.
    • King Lion & King Leo → B+C becomes super high performance.

Attack level
  • attacks in the world of kizuna are managed in 3levels.
    if you look at the hit/block effect, you can see the difference in level.
    • Lv1 is most light punch / kick
    • Lv2 is most strong punch / kick
    • Lv3 is most weapon attacks and specials
  • exceptionally, Lv3 is further divided into 3stages. (3stages of short/normal/long)
  • Lv3short corresponds to an attack that causes a burning/freezing/electric shock effect when hit.
    compared to the original Lv3 attack hit-stun, hit-stun is 1F shorter.
  • Lv3long corresponds to some specials such as B+C and Joker's 41236A.
    (comparing the hit effects, Lv3long does not generate a shock wave behind)
    most of kizuna's infinites are built using this Lv3long hitstun, as the Lv3long hitstun is longer than the regular Lv3 hitstun.
  • Lv3 is divided into 3types according to the length of hit-stun, but block-stun is the same.

Tech-throw trap
  • in some combinations, invincibility disappears when bouncing with tech-throw.
Thrown characterTech-throwed character
Hayate
Joker
Gordon*2
King Lion
King Leo
Rosa
Kim
Gozu
Chung(angry)
Jyazu
ChungKim
Chung(normal)
King Lion
King Leo
  • an example from Gordon vs Kim.
    stepping after Gordon throws and tech-throwing Kim, [5A,5A~236A~236A] will be a combo in the air.

Invincible aerial blocking
  • after blocking an attack in the air, if you stop the blocking operation, you will be invincible until you land.
    in fact, you don't really have to block, you can just pose and stop and become invincible.
  • if you jump in to a projectile that lasts for a long time, such as Joker's 63146A or Gozu's 41236A, and quickly input 4→N, you can whiff invincibly.
  • this technique is not something you often aim for.
    however, it may be worth remembering that aerial blocking can increase the damage of a counterattack by not being carried over.
Block-stun of aerial blocking is short
  • aerial blocking becomes active the moment the hit-stop is over.
    Angry Chung's J2C has a startup of 1F, so it can interrupt all jumping Rushing-combinations.
Invincible against throwing
  • with the exception of hit-stun & block-stun, there is no invincibility against throwing.
    immediately after getting up or in the takeoff motion of the jump, the throw will be established.
  • and there is no invincibility against throwing in block-stun by projectile and block-stun by jump attack.
    therefore, while blocking Jyazu's 28A or blocking King Lion's unarmed B+C, the throw will be established unless Guard-cancel is performed.
Throw with button hold
  • hold Cbutton and move the lever 6→4→6→4 at high speed.
    if the opponent is within the throwing distance, throw it.
  • alternatively, while holding Cbutton, keep pushing the lever to 6 and hit the Dbutton repeatedly while moving forward.
    if the opponent is within the throwing distance, throw it.
  • from the forward step, hold the Cbutton after 66, wait a moment and then interrupt the step with 1→4 or 4→1.
    if the opponent does not move, throw it, and if it is rampaging, it becomes a block.

Simple evaluation for each character (and movelists)

Rosa

Movelists
Weltics Rosa623C
623C→214C
Meteor Angrif214B
214B→236B
214B→214B
Roses Sanction63214C
Surprise Taskju.2C
ju.2C→2C
Bee Needle421C
Turning Air KickjuW.4B
Crescent Slicer236C
Shouri no Akatsuki632146A
Advantages
  • ju.B is low-attack
    simple mixups can be done with Rushing-combination such as ju.A>ju.B or ju.A>ju.6A.
  • crouching posture is slightly receding
    since the pushbox expands forward compared to the standing posture, the distance to the opponent increases.
    therefore, some characters need to omit the combo a bit.
    (e.g, Chung changes 2B, 2B, 6A ~ 214A, 6A to 2B, 6A ~ 214A, 6A)
  • guarantee of 63214C
    63214C is guaranteed to be ejected at 1Frame.
    it can be used for reversal at close range.
  • combo is stable
    long reach of normals makes the combo stable.
  • and above all, it's cool
    it's the coolest heroine in any SNK game.
    especially the movement with a twist of diagonal jump is beautiful.
Disadvantages
  • don't have anything destructive
    it's a high standard overall, but it doesn't have any elements that are extremely good.
    she may be in the high-tier, but not broken.

Kim

Movelists
Hi-sen-zan2_8C
2_8C→2C
Hi-shū-kyakuju.2B
ju.2B→2B
Dan-getsu-zan214B
San-ren-geki236C
236C→236C
236C→236C→236C
Hou-ou-kyaku632146A
Advantages
  • excellent normals with long reach
    weapon-attack is particularly noticeable, but A/B attack is also high performance.
    considering the risk of whiff, fa.B is stronger than weapon-attack.
  • stable combo damage
    combo from normals with excellent performance is very stable.
    especially the connection to Desperation is stable. this is very important.
  • movement to get up is fast
    it's difficult, but canceling the rise and 2_8C is a surefire counterattack against some pursuits.
    (for example, you can counterattack with 2_8C after pursuit with Kim's 214B)
Disadvantages
  • he has no drawbacks
    he is very solid.
    it becomes very weak when it becomes unarmed, but there is almost no chance to become unarmed in the first place.

Hayate

Movelists
Kyou-retsu-zan41236A
41236A→41236A
Reppū-satsuju.2A
ju.2A→2A
Hiten-shou-ou-kyaku623B
623B→6B
623B→3B
Nen-dou-hi-kon63214C
Gen-ei-hi-kon2_8A/B/C
hi-kon-tou-jutsu236C/ju.236C
Ougi! Musou-ranbu632146A
Advantages
  • existence of ju.236C
    an unconventional projectile that sets up front/back-mixups from the air.
    if this boomerang hits, it will erase 50% of your life, and if you are in a bad position, you will die instantly.
Disadvantages
  • his own short reach
    projectile is very good, but his own attacks are disappointing.

Eagle

Movelists
Jump throwju.6/4C
Front Suplex41236A
41236A→41236A
Diving Body AttackjuW.4A
American Screwju.2B
Flash Wing623B
623B→3B
Axe Boom214C
Axe Throw236C/ju.236C
Eagle Special632146A
Advantages
  • it's possible to use the jump-throw
    it's a valuable way to break jump blocking.
  • trajectory of ju.236C
    in the world of Kizuna, where the air is the main battlefield, it is a little important to be able to shoot horizontally in the air.
    cheap damage from this projectile is Eagle's main source of damage.
Disadvantages
  • after all the reach is short
    Rosa & Kim are excellent in this regard.
  • receive a counterattack after Tech-throw
    after being Tech-throwed on the ground/jump throw, Eagle will be at a disadvantage and will be counterattacked.

Gozu

Movelists
2step jumpju.7/8/9
Mudou-gyū-en-ha2_8A
Kagerou-kenMushA
MushA→236A
Goku-en-kai41236A
Gou-en-dan623A/B/C
Gou-ten214C
Messatsu-sou2_8C
Mudou-ten-rin-soujuW.4C
Mikazuki236C/ju.236C
Jaga Ran-geki-shou632146A
Advantages
  • ju.236C
    very easy to use projectile.
    combined with 2step jump, you can stay in control of the match.
  • movement to get up is fast
    same as Kim.
    in the case of Gozu, you can aim for a counterattack with MushA.
  • a projectile that is difficult to use but has high performance
    41236A, which works with anti-air and oki, is particularly excellent.
    if you can cover the slow firing of the bomb, you can use it positively.
Disadvantages
  • it's difficult to turn over life points
    Gozu is good at keeping the leads created by his partners, but on the contrary, if he is leading the life points, he has a hard time overtaking.
    it can be said that it is clearly inferior to Kim & Hayate, which are easy to do large damage with one chance.

Mezu

Movelists
2step jumpju.7/8/9
Mudou-sui-ryū-ha623B
Kagerou-kyakuMushB
MushB→236B
Hyoui63214B
Ryu-hyou-dan41236B
Gou-ten214C
Mudou-ten-rin-soujuW.4C
Kama-itachi1B
Mikazuki236C
Jaga Ran-geki-kyaku632146A
Advantages
  • high-performance weapon attack
    Cbutton normals have good reach & a short recovery-frame, so you don't need to cover them with specials.
  • Oki by 214C
    you can easily make front/back mixups just by changing the timing of 214C.
    (however, if no measures are taken)

Disadvantages
  • offensive/defensive is halfway
    claw attacks are high performance, but specials are a bit tricky.
    mid/low mixups are poor, and unlike Gozu, there is no ju.236C, so it is not effective to go on the defensive.

Joker

Movelists
Blood Parasolju.2A
Roller Dash41236A
41236A→41236A
Transporter214A/B/C
Scarecrow1B
Murder Hat63214C
Crazy Toy623C
Magician’s Card236C
Good Face632146A
Advantages
  • possess infinites
    infinites that are extremely practical and work in a variety of situations.
Disadvantages
  • If infinites is prohibited by the rules, the meaning of using this character disappears
    if you want to limit infinites, it's a good idea to limit them based on the number of loops.
    Joker can't find anything interesting in his belongings other than infinites so much that he has to think about such a silly thing.

Chung

Movelists
Sen-ju-shou-da623A
Ki-den-gyoku214A
214A→6A
Byakko-dan623C
Shi-en-ryū63214C
Chin-ka-en236C
2step jumpju.7/8/9
Sen-pū-en-buju.2C
Kei-kei-hen-ka646C
Sen-nin-happa632146A
Advantages
  • nimble movement
    extremely short reach is a drawback, but it can be compensated for by high-speed B+C or throwing from a step.
  • Ju.C ~ ju.2C (when angry)
    easy-to-use mid attack.
    (however, it doesn't work if Rosa is crouching)
Disadvantages
  • low overall damage
    due to its short reach, combo damage is inevitably low.
    there is no choice but to create more chances than other characters and win more times there.

Gordon

Movelists
Jump throwju.2C
Frictio Heat623A
Launch Upper236A
236A→236A
Spark Bolt2_8C
Hip Bomberju.2B
Cyclone Tonfa236C
Mad Police632146A
Advantages
  • anti-air reliable 236A
    point that jump blocking can be disabled is very strong.
  • 3+A that works with oki
    if 3+A is applied after 236A,236A are in close contact, the block direction will change.
    (Become front/back mixups)
    this is the same as oki by Mezu's 214C, but you can loop oki by connecting with 3+A,2C~236A,236A.
    (however, the countermeasures are the same as Mezu's oki)
Disadvantages
  • large hurtbox
    it doesn't really bother me in real life, but it should be remembered that there are many infinites that only apply to Gordon.
  • low combo damage
    especially weapon attack is slow to cancel, so you need to reduce the Rushing combination to connect to specials.
    therefore, the total damage tends to be low, and it is not possible to connect from zoning to specials.

King Lion

Movelists
Beast Blow214A
Minimum Upper623A
Nightmare41236A
41236A→2A
God Breath28C
Silent Storm63214C
63214C→A/B
Earth Chopper236C
King Straight632146A
Advantages
  • very strong kick attack
    common strengths of Lion/Leo.
    easy-to-use fa.5B, very fast startup fa.6B. And 3+A is the highest performance among all characters.
  • performance changes by becoming unarmed
    instead of throwing away the unusable projectile, you get an ultra-high performance B+C.
    you can set a goal to become unarmed, which other characters do not have.
Disadvantages
  • there are no jump specials
    since there are no jump specials, it is difficult to counterattack from jump blocking.
  • tall
    it doesn't affect as much as Gordon's physique.

King Leo

Movelists
Beast Blow214A
Nightmare41236A
41236A→2A
Minimum Upper623A
Hunter Killer214B
Thunder God Breath28C
Earth Chopper236C
Silent Storm63214C
63214C→A/B
King Straight632146A
King Upper412364A
Advantages
Disadvantages

Jyazu

Movelists
2step jumpju.7/8/9
Kagerou-kenMushA
Kagerou-kyakuMushB
Gou-ten214C
Jya-hyou-ma28A
Gou-en-dan623A/B/C
Mudou-sui-ryū-ha63214B
Kama-itachi1B
Hai-sui-kyou-kan-satsu41236A
Mudou-ten-rin-soujuW.4C
Mikazuki236C/ju.236C
Jaga Zetsu-mei-chū632146A
Advantages
Disadvantages

Framedata

Rosa / Kim / Hayate / Eagle / Gozu / Mezu / Joker / Chung / Gordon / King Lion / King Leo / Jyazu

Description of each item
commandInput is written based on numpad.
close → "cl.", far → "fa.", jump → "ju.", jump wall behind → "juW.", Guardcancel → "GC"
cancelIndicate whether it is cancelable or not in o/x.
"RC" can only be canceled with Rushing-combination.
weaponThis item only exists for specials/desperation.
weapon required → o
no weapon required → -
need to let go of weapon → x
LvThe weight of the attack is divided into different levels.
It becomes heavier in the order of 123, and Lv3 is further divided into 3 stages of short/normal/long.
(Abbreviated as 3S/3/3L)
attributesHigh → H, Middle (overhead) → M, Low → L, throw → th
startupThe frame where the attack starts, counting from the start of the action.
Actions that attack multiple times are separated by "/".
For example, if it is "9/12", it will attack twice, 9F and 12F.
Also, if there is a "(xx)" after the numerical value such as jump supers,
The fastest numerical value counted from the start of the jump is described.
If it is "1(11)", the attack will be possible at 1F after the button input & 11F from the start of the jump.
activeThe duration of the attack.
If there is "[xx + xx]" after the number, the breakdown of the active value is shown.
If it is "10[5+3+2]", it means that 10F of 5F+3F+2F is composed of 3 animations.
recoveryUnprotected time after the attack is over.
If there is a "(xx)" after the number, it means the recovery frame after landing.
If it is "30(10)", out of a total of 30F, 1F to 20F are in the air & 10F from 21F to 30F are on the ground.
blockSituation difference at the time of block.
hitSituation difference at the time of hit.
Down is "down", If the word "down" is red, pursuit is possible.
remarksDescribe remarks.
"pursuit" can attack opponents who are OTG with "down".
"best:/worst:" when the block/hit difference is the best or the worst.
this applies when the end of an attack with a long active frame touches,
or when an attack descending from the air is blocked in place.
"rank" indicates the rank of the projectile. (4 stages of S/A/B/C)

Rosa

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H5480+5
cl.5Bo1H6580+5
fa.5Ao1H5210-2+3
fa.5Bo1H6210-2+3
2Ao1H5480+5
2Bo1L549-1+4pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o1/2H/H6/93/415-3+1when the 2nd attack whiffs, G-11F/H-6F
cl.6Bo/o1/2H/H7/143/4120+4
fa.6Ao2H10414-2+2
fa.6Bo2H12217-5-1
3Ao2H6414-2+2
cl.3BRC1H7316-8down
fa.3BRC1L8720-12downpursuit
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H9315+3+7
fa.5Co3H126[3+3]17-2+2
cl.2Co3L126[3+3]17-2+2
fa.2Co3L126[3+3]17-2+2
6Co3H114[2+1+1]30-14-10
3Co/o3/3L/L12/294/4[2+2]22-6-2when the 2nd attack whiffs, G-21F/H-17F
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M3--
ju.Bo2M325
ju.6Ao2M46
ju.6Bo1L53
ju.Co3M66[3+3]
ju.6Co3M74[2+2]
3+Ao2L81117-5-1pursuit
B+Cx3LM131115-8+6best: G+2F/H+16F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
623Co3/3/3H/H/H8/14/162/2/137(13)-19downwhen the 3rd attack whiffs, G-20F
623C→214Co2H-238(13)-26downwhen the attack whiffs, G-38F *3
214B-1/1/3H/H/H9/11/132/2/221-3+1
214B→236Bo-------2when you pass behind the opponent at 214B
and the following 236B whiffs, H-27F
214B→214B--th----down
ju.2Co1/3H/H1(11)--(14)-40when only the 1st attack hits at the lowest position, G-6F/H-1F *4
ju.2C→2Co2H--(6)-20downworst: G-20F
421Co3H81614-12-8
juW.4B-2H16(20)--(14)-6downworst: G-6F
63214Co2H151451[4]-13downrankB
Projectile is guaranteed from 1F.
can reflect some projectiles. *5
236Co3H205747[8]+2+6rankC
632146Ao3H162012+6down
623C(unarmed)x2H8523(13)-30down
421C(unarmed)x1H8523-20-15best: G-16F/H-11F
GC-1/3H/H6/82/120-2+2

Kim

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H448±0+5
cl.5Bo1H756+2+7
fa.5Ao1H6410-2+3
fa.5Bo2H4515-3+1
2Ao1H437+1+6
2Bo1L6310-2+3
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
6Ao2H6517-5-1
cl.6Bo/o1/2H/H10/185/513-1+3
fa.6Bo/o2/2H/H10/267/618-6-2
3Ao/o1/3H/L4/133/711+7+11
3BRC1L5612-4down
3A(unarmed)o1H548±0+5
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H9421-3+1
fa.5Co3H9619-1+3
2Co3L7715+3+7
cl.6Cx/o3/3H/H1/32/427-9down
fa.6Co3H12432-14-10
3Co3L10425-7-3
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M326
ju.Bo1M326
ju.6Ao2M713
ju.6Bo2M713
ju.Co3M75
ju.6Co3M75
3+Ao2L8413-1+3
B+Cx/x2/3LM/M13/2310/811+7+21
B+C(unarmed)x/x2/2H/M12/2513/819-7-3
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
2_8Co3/3/3H/H/H5/10/122/1/150(15)-33down
2_8C→2Co2H--15-7down
214Ko3/2H/H12/182/8[4+4]24-16downpursuit
ju.2B-1/1*nH/H*n4(15)-(15)-10-5
ju.2B→2B-2H--(15)-6down
236Co3/1/2H/H/H19/30/413/5/516-4±0
236C→236Co2/3H/H58/702/213+5+9
236C→236C→236Co2/2/3/3H/H/H/H80/90/99/1022/2/3/430-12down
632146Ao1H15530-18downexcept for Rosa, Kim, Mezu, King Lion/Leo, you can pursuit at 214K.
also, Gordon will hit anything.
214K(unarmed)x3/2H/H12/182/8[4+4]28-20downpursuit
236C(unarmed)x1/1/2H/H/H29/43/564/6/618-6-2
GCo3/2H/H6/122/8[4+4]24-16downpursuit
GC(unarmed)x3/2H/H6/122/8[4+4]28-20downpursuit
  • 214K can be pursuit when the 2nd attack hits.
    (pursuit is not possible when only the 1st attack hits)

Hayate

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H658±0+5
fa.5Ao1H5210-2+3
fa.5Bo1H6210-2+3
2Ao1H548±0+5
2Bo1L549-1+4pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ao2H6512±0+4
cl.6Bx/o1/2H/H7/103/412±0+4
fa.6Ao2H6412±0+4
fa.6Bo2H7412±0+4
3Ao2H6412±0+4
3BRC1L7420-12downpursuit
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H96[3+3]15±0+4
fa.5Co3H96[3+3]15±0+4
cl.2Co3L96[3+3]15±0+4
fa.2Co3L96[3+3]15±0+4
6Cx/o2/3H/H7/164/6[3+3]21-6down
3Co/o1/3L/L7/224/6[3+3]17-2+2
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M4-
ju.Bo1M325
ju.6Ao2M411
ju.6Bo2M68[5+3]
ju.Co3M78[4+4]
ju.6Co/o1/3H/M3/134/7[4+3]
3+Ao2L81213-1+3pursuit
B+Cx3LM111117-10+4best: G±0F/H+14F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
41236Ao3/3/3H/H/H6/40/4231/2/433-15down
41236A→41236Ao2H-4(1)-26down
ju.2A-1/1/2/3H/H/H/H3(14)-(16)-2+2when only the 1st attack hits at the lowest position, G-8F/H-3F
ju.2A→2Ao2H--(16)-37downworst: G-42F
623B-1/1/3/1H/H/H/H8/13/19/222/2/2/238(9)-34downwhen the 4th attack whiffs, G-25F/H-24F
623B→6B-1/1/2/2H/H/H/H--22-11down
623B→3B-3/3/3L/H/M--42(21)-24down
63214Co2H174464[16]-6downrankB
2_8A/B/Co2H17A43/BC33A73/B82/C79-6downrankB
236Co3LH164968[16]±0+14rankC
ju.236Co3LH10(15)55-[16]-3+11rankC
632146Ao1H62320-5down
GC-1/1/3/1H/H/H/H5/8/14/172/2/2/238(9)-33down
  • since ju.236C will make a second attack when it touches the moment it is ejected, the hit difference will fluctuate greatly depending on how it hits.
    if you hit 2369C in close contact, it will be H+13F for Kim, Hayate, Eagle, H+10F for Jyazu, and H+23F for others.

Eagle

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H658±0+5
fa.5Ao1H5210-2+3
fa.5Bo1H6211-3+2
2Ao1H548±0+5
2Bo1L549-1+4pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o1/2H/H6/93/312±0+4
cl.6Bo2H7312±0+4
fa.6Ao2H6312±0+4
fa.6Bo2H7412±0+4
3Ao2H6412±0+4
3BRC1L7420-12down
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H96[3+3]15-6-2
fa.5Co3H96[3+3]15±0+4
cl.2Co3L96[3+3]15±0+4
fa.2Co3L96[3+3]15±0+4
6Co/o2/3H/H7/204/6[3+3]17-2+2
3Co/o2/3L/L7/234/6[3+3]17-2+2
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M3-
ju.Bo1M425
ju.6Ao2M58
ju.6Bo2M76
ju.Co3M76[3+3]
ju.6Co/o1/3M/M3/112/6[3+3]
3+Ao2L5310+2+6pursuit
B+Cx3LM131119-12+2best: G-2F/H+12F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
41236A-1H42438-35downbest: G-12F
41236A→41236A--th----down
juW.4B-2H15(20)-(16)-9downbest: G-9F
ju.2B-2*nH*n5/13/21…(16)2*n(13)+4down
623Bo3/3/3H/H/H7/10/132/2/239(9)-27down
623B→3B--th----down
214Co3SH177076[8]+2downrankA
236Co3H195243[8]-3+1rankB
ju.236Co3H754-[8]-8-4rankB
632146A-3H7540-16down
623B(unarmed)x3/3/3H/H/H8/11/142/2/239(9)-27down
GC-3/3/3H/H/H6/9/122/2/239(9)-27down
  • hitting/blocking 236C & J236C 15Frames after they occur will result in 2attacks.

Gozu

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H6212-4+1
fa.5Ao1H5210-2+3
fa.5Bo1H6212-4+1
2Ao1H548±0+5
2Bo1L549-1+4
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o1/2H/H6/82/512±0+4
cl.6Bo2H7315-3+1
fa.6Ao2H6412±0+4
fa.6Bo2H7412±0+4
3Ao2H6412±0+4
3BRC/RC1/1L/L7/81/720-12down
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H9315+3+7
fa.5Co3H9415+3+7
cl.2Co3L12315+3+7
fa.2Co3L12315+3+7
6Co/o3/3H/H9/204/321-3down
3Co/o1/3L/L7/214/315+3+7
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M4-
ju.Bo1M325
ju.6Ao2M411
ju.6Bo2M46[3+3]
ju.Co3M65[3+2]
ju.6Co/o1/3M/M4/103/5[3+2]
3+Ao2L81813-1+3pursuit
B+Cx3LM131118-11+3best: G-1F/H+13F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
2_8A(body)-3SH156[2+2+2]104-70down
2_8A(projectile)-3SH/H23/23-[15]-52downpursuit
MushA-1/1/3LH/H/H5/12/194/3/330-12+2
MushA→236A-3L-614-1+3
41236A(bomb)o3S*4H*410*435*2/37*259[9]-36downpursuit
rankA
41236A(fire)45*2/47*214*4-17F~+34F
623A/B/Co3S*3H*3A 17/22/27
B 17/24/31
C 17/25/33
-A 54
B 62
C 68
A +2
B -2
C -6
A +3
B -1
C -5
rankC
214Co3*5H*513/17/21/25/291*555(9)-36downpursuit
when the 5th attack whiffs, G-40F
2_8Co1M5716 or 20(10)-10downactive frame is when 16F is zoomed in
and 20F is when zoomed out.
juW.4Co2H19(24)-(13)-21downworst: G-21F
236Co3H11-51[14]-11-7rankB
ju.236Co3H7-[16]--pursuit
rankB
632146A-2*8H*812/18/24/30/36/42/48/542*835-24downpursuit
GC-1/1/3LH6/13/204/3/330-12+2
  • MushA
    MushA can cancel all normals.
    (cancellation is also possible with 3B and B+C)
  • MushA→236A
    when the tip hits at a long distance, the AttackLv drops from Lv3 to Lv2, G-2F / H + 2F.
  • 41236A
    two-stage attack from bomb to fire.
    bomb can be erased with normals.
    G-36F is the value when bomb is blocked.

Mezu

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H658±0+5
fa.5Ao1H5210-2+3
fa.5Bo1H6210-2+3
2Ao1H548±0+5
2Bo1L549-1+4
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o1/2H/H6/93/312±0+4
cl.6Bo2H7412±0+4
fa.6Ao2H6423-11-7
fa.6Bo2H7412±0+4
3Ao2H6412±0+4
3BRC/RC1/1L/L7/81/720-12down
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H9315+3+7
fal.5Co3H9315+3+7
cl.2Co3H12315+3+7
fa.2Co3H12315+3+7
6Co/o3/3H/H8/183/317+1down
3Co/o1/3L/L7/224/317+1+5
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M4-
ju.Bo1M325
ju.6Ao2M411
ju.6Bo2M45[3+2]
ju.Co3M66[3+3]
ju.6Co/o2/3H/M4/103/5[3+2]
3+Ao2L86[3+3]13-4±0
B+Cx3LM131115-8+6best: G+2F/H+16F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
623B-3H174162[10]-16down
MushB-1/1/3LH*37/14/214/3/328-10+4
MushB→236B-2H-333(11)-24down
63214Bo3S*7H32*777*7120-33downrankA
41236Bo3S*5H*515/27/39/51/6312*4/1352[10]-8downrankA
pursuit
214Co3H842(11)-39downpursuit
when blocked only once, G-49F
juW.4Co2H19(24)-(13)-21downworst: G-21F
1+B-1H55[3+2](10)-28down
236Co3H11-51[14]-11-7rankB
632146A-2*8H*812/18/24/30/36/42/48/542*830-19downpursuit
GC-1/1/3LH6/13/204/3/328-10+4
  • MushB
    MushB can cancel all normals.
    (cancellation is also possible with 3B and B+C)
  • 41236B
    Attack with bullets to icicles*4 a total of 5times.
    the bullets have a pursuit effect, but the icicles have no effect.

Joker

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H658±0+5
fa.5Ao1H5210-2+3
fa.5Bo1H6210-2+3
2Ao1H548±0+5
2Bo1L549-1+4pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ao2H65[3+2]12-2+2
cl.6Bo2H7312±0+4
fa.6Ao2H6[2+2+2]12-4±0
fa.6Bo2H7412±0+4
3Ao2H66[2+2+2]12-4±0
3BRC1L7420-12downpursuit
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H96[3+3]15±0+4
fa.5Co3H96[3+3]15±0+4
cl.2Co3L96[3+3]15±0+4
fa.2Co3L96[3+3]15±0+4
6Co/o2/3H/H7/194/6[3+3]17-2+2
3Co/o2/3L/L7/174/6[3+3]17-2+2
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M3-
ju.Bo1M425
ju.6Ao2M58
ju.6Bo2M48
ju.Co3M77[4+3]
ju.6Co/o2/3M/M4/123/7[4+3]
3+Ao2L81113-1+3pursuit
B+Cx3LM131115-8+6best: G+2F/H+16F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
ju.2A-3*nH*n9/10/15/16…(20)1/2/1/2…(15)±0down
41236A-3LH1012[2+1*10]14-7+7pursuit
best: G+4F/H+18F
41236A→41236A-3*4H*4-2*441(17)-28*6downwhen the 3rd attack whiffs, G-34F
214A/214C-----50--
214B-2M49818(13)-10down
1B-2H15741(19)-27down
63214Co3H17-51[27]-5downrankA
623Co2H151533-21down
1419[3+16]36-40when Carol came
236Co3H12-51[21]-10-6rankB
632146Ao3*6H*6172633-32down
GC-3LH612[2+1*10]14-7+7pursuit

Chung

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H658±0+5
cl.5Bo1H648±0+5
58angry
fa.5Ao1H5210-2+3
fa.5Bo1H6210-2+3
2Ao1H548±0+5
2Bo1L549-1+4pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ao2H6512±0+4
4angry
cl.6Bo2H7512±0+4
fa.6Ao2H6412±0+4
fa.6Bo2H7412±0+4
3Ao2H6412±0+4
3BRC1L7420-12downpursuit
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H9315+3+7
4angry
fa.5Co3H136[3+3]17-2+2
1115±0+4angry
cl.2Co3L10318±0+4
417+1+5angry
fa.2Co3L10315+3+7
4angry
6Co/o2/3H/H7/184/7[4+3]17-2+2
1/39/214/6[3+3]angry
3Co/o2/1L/L7/164/317-9down
7/18angry
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M3-
ju.Bo1M325
ju.6Ao2M411
ju.6Bo2M78
ju.Co3M78
ju.6Cx/x2/3M/M3/94/7[3+4]
o/o3/3H/M3/104/5[3+2]angry
3+Ao3L86[3+3]13+2+6pursuit
14+1+5angry
B+Cx3LM71115-8+6best: G+2F/H+16F
cl.6B(unarmed)RC2H5427(11)-19-15
fa.6B(unarmed)o2H5314-2+2
1-6-1angry
  • 3+A(angry)
    when angry, pursuit attribute is lost.
  • cl.6B(unarmed)
    can RC to ju.6A/ju.C/ju.6C.
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
623A-3*4H*413/17/21/252/2/2/2/322-4down
214A-1/2/3H/H/H8/9/101/1/118±0+4
214A→6Ao2H-15[5+4+3+3]17-15down
623Co3H1020*725(20)-15downbest: G-8F
(angry)2-33best: G-14F
63214Co3SH/H*438[2+2+2+2]76[0]-19down
(projectile)3S*4H*419/22/25/2925*4rankA / best: G+10F
236Co3SH12-54[14]-13-12rankB
ju.2Co3S/3SH/H1/98[1*8]/-(25)-17down
646Co3H214038[13]+12+35rankA
632146Ao3SH23100[2*50]150+2down
(projectile)3S*11H*1124~ *822*11rankS
GC-1/1/1H6/7/81/1/116-8-3
chicken.A-1H366+2+7when changed to chicken at 646C
chicken.B-1H910[2*5]19-24-19when changed to chicken at 646C

Gordon

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H558±0+5
cl.5Bo1H779-1+4
fa.5Ao1H559-1+4
fa.5Bo1H7314-6-1
2Ao1H558±0+5
2Bo1L549-1+4
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o3/2H/H6/82/612±0+4
cl.6Bo2H8713-1+3
fa.6Ao2H7613-1+3
fa.6Bo2H8513-1+3
3Ao2H7512±0+4
3BRC2L9323-11down
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H9516+2+6
fa.5Co3/3H/H11/132/216+2+6
cl.2Co3L97[1+2+1+1+1+1]15-3+1
fa.2Co3L96[1*6]15-2+2
6Co/o2/3H/9/227/323-5-1
3Co3L78[1+2+1+1+1+1+1]13-2+2
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M3-
ju.Bo1M325
ju.6Ao2M67
ju.6Bo3M78
ju.Co3SM77[6+1]down
ju.6Co/o2/3SM/M4/102/7[6+1]down
3+Ao3L81114+4+8pursuit
B+Cx3LM151817-17-3best: G±0F/+14F
  • ju.6C
    when 2nd attacks hit at close range, it becomes hitstun equivalent to Lv3 & doesn't go down.
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
623A-3H/H12/175/2445-36downpursuit
236A-3H82545-27down
236A→236A--th----down
2_8Co3SH22-55[11]-4downrankA
ju.2B-2/3M/M6/14(18)8/333-15down
236Co3SH78[1*8]37-26down
632146Ao-th3---down
GC-3/3H/H6/71/2445-36down
  • 623A
    if you do 623A when your opponent is invincible, you will rub your stomach even if you are blocked.
    in that case, recovery-frame will increase a little and become G-40F.
  • 2_8C
    immediately after the appearance of projectile, damage is very small.
  • ju.2B
    2nd attack doesn't go down even if it hits. in that case, it's H-11F.

King Lion

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H878±0+5
fa.5Ao1H548±0+5
fa.5Bo1H456+2+7
2Ao1H548±0+5
2Bo1L5310-2+3pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ao3H7512+6down
cl.6Bx/o3/3H/H5/138/511+7+11
fa.6Ao2H6512±0+4
fa.6Bo2H3715-3+1
3Ao2H6518-6-2
3BRC1L4614-6downpursuit
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H8419-1+3
fa.5Co3H8419-1+3
cl.2Co3L8419-1+3
fa.2Co3L8419-1+3
6Cx/o2/3H/H9/203/322-4down
3Cx/o2/3L/L8/174/618±0+4
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.ARC1M5-
ju.BRC1M425
ju.6ARC2M412
ju.6BRC2M411
ju.CRC3M77[4+3]
ju.6Cx/x3/3M/M4/104/7[4+3]
3+Ao3L588+10+14pursuit
B+Cx3LM121110+8+22
B+C(unarmed)x3LM988+10+24
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
214A-1/2H/H3/2814/1418-1down
623A-3/3H/H11/154/433-15down
41236A--capture33114-down
41236A→2Ao-------
28Co1H201781[18]-23-18
63214Co3/3H/H25/261/2114[18]-12down
(projectile)3/3H/H27/2836--
236Co3/3H/H12/164/11*931-23down
632146Ao3*5/1H*620~ *102*653-45down
GC-3H6438-20down
  • 214A
    if the 2nd attack hits after the 1st attack is blocked, the opponent will not be locked.
    in that case, it will be H+3F.
  • 28C
    immediately before the projectile disappears, it changes to 2hits.
  • 63214C
    operation can be shortened with A/B after 27Frame.
    in that case, recovery-frame will be shortened from 114F to a maximum of 73F.
  • 236C
    16F, which is the moment when the 2nd attack occurs, doesn't go down even if it hits, and becomes H-19F.
    after 17F, if it hits, it goes down, but pursuit is not possible.

King Leo

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H346+2+7
cl.5Bx/o2/3H/H3/74/76+12+16
fa.5Ao1H436+2+7
fa.5Bo2H456+6+10
2Ao1H446+2+7
2Bx/o3S/3SL/L5/72/213+5+6pursuit
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o3S/3SH/H6/71/319-1down
cl.6Bx/o3S/3SH/H4/106/57+11+12
fa.6Ao3SH4218±0+1
fa.6Bx/o3S/3SH/H3/52/218±0down
3Ao3SH5318±0+1
3Bx/x/RC3S/3S/3SL/L/L5/7/92/2/117+1down
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3SH6419-1±0
fa.5Co3SH6419-1±0
cl.2Co3SL8419-1±0
fa.2Co3SL8419-1±0
6Cx/o/o3/3S/3SH/H/H7/14/283/1/68+10+11
3Co/x/o3S/2/3L/L/L3/17/252/5/318±0down
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.ARC1M3-
ju.BRC3M425
ju.6ARC1M411
ju.6BRC1M411
ju.CRC3SM411
ju.6Cx/x/x1/3/3SM/M/M3/7/123/3/7[4+3]
3+Ao3L478+10+14
B+Cx3LM11423-5+9
2B(unarmed)x/o2/2L/L5/72/213-1+3pursuit
cl.6A(unarmed)x/o3/3H/H6/71/319-1down
cl.6B(unarmed)x/o3/3H/H4/106/57+11+15
fa.6A(unarmed)o3H4218±0+4
fa.6B(unarmed)o3H3220-2+2
3A(unarmed)o3SH5318±0+1
3B(unarmed)x/o3/2L/L5/72/218-6downpursuit
B+C(unarmed)x3LM756+12+26
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
214A-3/3H/H2/2111/316+7down
623A-3/3SH/H11/154/425-7down
41236A--capture33216-down
41236A→2Ao------down
214B-3/3S/3SH/H/H1022/2/131-5down
28Co3S/3SH/H8/208[1*8]/1781[18]-14down
63214Co3S*2H*2201/2102-18down
(projectile)3*2H*221/2137[18]-
236Co3/2H/H9/112/11*1124-17downpursuit
632146Ao3H101335-9down
412364Ao3*7/3SH*826~*121~*1366-48down
GC-3/3SH/H6/104/425-7down
214B(unarmed)-3/2/2H/H/H1022/2/131-11down
  • 214A
    if the 2nd attack hits after the 1st attack is blocked, the opponent will not be locked.
    in that case, it will be H+11F.
  • 214B
    if there is contact between 2F at the end of the active-frame of the 1st attack, it will not attack after the 2nd attack.
  • 28C
    thunder on the body is treated as a strike. (not a projectile)
  • 63214C
    operation can be shortened with A/B after 21Frame.
    in that case, recovery-frame will be shortened from 102F to a maximum of 66F.
    (and best: G-5F)
  • 236C
    if the first attack hits, the second attack will not occur.
    you can pursuit when only the second attack hits.
  • 412364A
    after 1st to 4th attacks hit & launch, 5th attack will not hit, and the 6th & subsequent attacks will hit.
    (it means that the number of attacks differs depending on the hit or block)

Jyazu

light punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Ao1H548±0+5
cl.5Bo1H439-1+4
fa.5Ao1H537+1+6
fa.5Bo1H539-1+4
2Ao1H538±0+5
2Bo1L539-1+4
strong punch/kick
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.6Ax/o1/2H/H4/62/412±0+4
cl.6Bo2H5417-5-1
fa.6Ao2H6413-1+3
fa.6Bo2H6314-2+2
3Ao2H6413-1+3
3BRC1L6118±0down
weapon
commandcancelLvattributesstartupactiverecoveryblockhitremarks
cl.5Co3H6310+8+12
fa.5Co3H5314+4+8
cl.2Co3L6311+7+11
fa.2Co3L6311+7+11
6Co/o3/3H/H6/143/316+2down
3Co/o1/3L/L5/183/311+7+11
jump/system
commandcancelLvattributesstartupactiverecoveryblockhitremarks
ju.Ao1M4-
ju.Bo1M4-
ju.6Ao2M411
ju.6Bo2M25
ju.Co3M68
ju.6Co/o1/3M/M4/103/6
3+Ax/o2/2L/L6/82/211+1+5
B+Cx3LM111115-8+6best: G+2F/H+16F
special/desperation
commandweaponLvattributesstartupactiverecoveryblockhitremarks
MushA-2*8H*85~*142*848-30-
(aura)3*7/3SH*86~*152*7/1-downpursuit
MushB-2*9H*95~*163/2*7/529-18down
(aura)3*7/3SH*86~*172*7/1-pursuit
214Co3/3*5H/H*574226(7)-20downworst: G-36F
28A-3S*3M*343*322*349[16]+53downrankA
623A/B/Co3S*3H*3A 14/19/24
B 14/22/30
C 14/22/30
-A 49[9]
B 61[9]
C 69[9]
A +4
B -2
C -10
A +5
B -1
C -10
rankC
63214B-3H183573[10]-26downrankA
pursuit
1+B-2/2H/H3/63/229-22(9)down
41236A--capture43213-down
juW.4Co2H18(21)-(12)-12downbest: G-12F
236Co3H12-38[14]+3+7rankB
ju.236Co3H7-[16]--pursuit
632146A-3SH2755103[22]-57downbest: G-4F
(projectile)3S*3H*328/61/9427*3
GC-2*8H*812~*182*848-24down
(aura)3*7/3SH*87~*192*7/1
  • MushA/MushB
    Hit/Block value is when aura touches.
    value when Jyazu's own attack hits is as follows.
    MushA G-36F/H-32F
    MushB G-17F/H-13F
  • 28A
    active-frame when zooming out is 27F.
  • GC
    Hit/Block value is when aura touches.
    when Jyazu's own attack Hits/Blocks 5times. G-48F/H-44F

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