Version Diff Ver.2.0301.001 → Ver.2.0401.001

259 changes

CharacterMove / Changes
M.BisonUPD Standing Heavy Punch HP
motion
1,000 / 10,000
5,000 / 60,000
[01] Move Name : Standing Heavy Punch
[02] Frame Start-up : 19
[03] Frame Active : 19-21
[04] Frame Recovery : 17
[05] Recovery Hit : 4
[05] Recovery Hit : 5
[06] Recovery Block : 1
[07] Cancel : SA
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
3 frames of recovery added on armor hit or if the attack missesProduces a ground bound during a mid-air hit17 frames of advantage added when the attack lands as a Punish Counter
M.BisonUPD [when Psycho Mine is embedded]L Backfist Combo ⇦ ✚ LP
motion
1,300 / 10,000
1,1000 / 60,000
[01] Move Name : [when Psycho Mine is embedded]L Backfist Combo
[02] Frame Start-up : 13
[03] Frame Active : 13-14, 25-29
[04] Frame Recovery : 25
[05] Recovery Hit : D
[06] Recovery Block : 9
[07] Cancel : SA3
[08] Damage : 1300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -9000
[11] Drive Gauge Decrease Block : -11000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1300
[14] Properties : High
[15] Miscellaneous :
Detonates a Psycho Mine on block or on hit
M.BisonUPD [when Psycho Mine is embedded]M Backfist Combo ⇦ ✚ MP
motion
1,400 / 10,000
1,1000 / 60,000
[01] Move Name : [when Psycho Mine is embedded]M Backfist Combo
[02] Frame Start-up : 17
[03] Frame Active : 17-18, 29-33
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : 9
[07] Cancel : SA3
[08] Damage : 1400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4500
[11] Drive Gauge Decrease Block : -9000
[11] Drive Gauge Decrease Block : -11000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1700
[14] Properties : High
[15] Miscellaneous :
Detonates a Psycho Mine on block or on hit
M.BisonUPD [when Psycho Mine is embedded]H Backfist Combo ⇦ ✚ HP
motion
1,500 / 10,000
1,1000 / 60,000
[01] Move Name : [when Psycho Mine is embedded]H Backfist Combo
[02] Frame Start-up : 22
[03] Frame Active : 22-24, 35-39
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : 9
[07] Cancel : SA3
[08] Damage : 1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4500
[11] Drive Gauge Decrease Block : -9000
[11] Drive Gauge Decrease Block : -11000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1500
[14] Properties : High
[15] Miscellaneous :
Detonates a Psycho Mine on block or on hit
M.BisonUPD [when Psycho Mine is embedded]OD Backfist Combo ⇦ ✚ P P
motion
1,800 / 10,000
1,4000 / 60,000
[01] Move Name : [when Psycho Mine is embedded]OD Backfist Combo
[02] Frame Start-up : 14
[03] Frame Active : 14-15, 35-37, 61-63
[04] Frame Recovery : 44
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : SA2
[08] Damage : 1700
[08] Damage : 1800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -12000
[11] Drive Gauge Decrease Block : -14000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1500
[14] Properties : High
[15] Miscellaneous :
Detonates a Psycho Mine on block or on hit
M.BisonUPD OD Shadow Rise ⇧ ✚ K K
motion
0 / 10,000
0 / 60,000
[01] Move Name : OD Shadow Rise
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 55 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can transition to Overdrive Headpress and Devil's Reverse from frames 16-42Invincible to throws from frames 1 - 8Is considered airborne from frame 9
Can transition to Overdrive Headpress and Devil's Reverse from frames 16-46Invincible to throws from frames 1 - 8Is considered airborne from frame 9
M.BisonUPD [when Psycho Mine is embedded]Devil Reverse (During Shadow Rise)P
motion
2,000 / 10,000
1,4000 / 60,000
[01] Move Name : [when Psycho Mine is embedded]Devil Reverse
[02] Frame Start-up : 16
[03] Frame Active : 16-until landing
[04] Frame Recovery : 10 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : 22~28
[07] Cancel : -
[08] Damage : 2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5750
[11] Drive Gauge Decrease Block : -12000
[11] Drive Gauge Decrease Block : -14000
[12] Drive Gauge Decrease Punish Counter : -10500
[13] Super Art Gauge Increase : 2300
[14] Properties : MidHigh
[15] Miscellaneous :
Recovery changes depending on the height of the attack when it hits or is blockedDetonates a Psycho Mine on block or on hit
M.BisonUPD [when Psycho Mine is embedded]OD Devil Reverse (During Shadow Rise)P P/ (During OD Shadow Rise)P
motion
2,600 / 10,000
1,5000 / 60,000
[01] Move Name : [when Psycho Mine is embedded]OD Devil Reverse /(During OD Shadow Rise)
[02] Frame Start-up : 21
[03] Frame Active : 21-until landing
[04] Frame Recovery : 10 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : 24
[07] Cancel : -
[08] Damage : 2600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -13000
[11] Drive Gauge Decrease Block : -15000
[12] Drive Gauge Decrease Punish Counter : -13000
[13] Super Art Gauge Increase : 2100
[14] Properties : MidHigh
[15] Miscellaneous :
Detonates a Psycho Mine on block or on hit
Gouki/AkumaUPD L Gou Hadoken(Lv3) ⇨ ✚ Hold LP
motion
1,350 / 10,000
4,000 / 60,000
[01] Move Name : L Gou Hadoken(Lv3)
[02] Frame Start-up : 56
[03] Frame Active : -
[04] Frame Recovery : 82 total frames
[05] Recovery Hit : D
[06] Recovery Block : 5
[06] Recovery Block : 21
[07] Cancel : SA3
[08] Damage : 1350
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -9000
[13] Super Art Gauge Increase : 800
[14] Properties : High - Projectile
[15] Miscellaneous :
Recovery reduced by 5 frames if the attack hits or is blocked on the 76th frame or earlier
Gouki/AkumaUPD M Gou Hadoken(Lv3) ⇨ ✚ Hold MP
motion
1,350 / 10,000
4,000 / 60,000
[01] Move Name : M Gou Hadoken(Lv3)
[02] Frame Start-up : 56
[03] Frame Active : -
[04] Frame Recovery : 82 total frames
[05] Recovery Hit : D
[06] Recovery Block : 5
[06] Recovery Block : 21
[07] Cancel : SA3
[08] Damage : 1350
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -9000
[13] Super Art Gauge Increase : 800
[14] Properties : High - Projectile
[15] Miscellaneous :
Recovery reduced by 5 frames if the attack hits or is blocked on the 76th frame or earlier
Gouki/AkumaUPD H Gou Hadoken(Lv3) ⇨ ✚ Hold HP
motion
1,350 / 10,000
4,000 / 60,000
[01] Move Name : H Gou Hadoken(Lv3)
[02] Frame Start-up : 56
[03] Frame Active : -
[04] Frame Recovery : 82 total frames
[05] Recovery Hit : D
[06] Recovery Block : 5
[06] Recovery Block : 21
[07] Cancel : SA3
[08] Damage : 1350
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -9000
[13] Super Art Gauge Increase : 800
[14] Properties : High - Projectile
[15] Miscellaneous :
Recovery reduced by 5 frames if the attack hits or is blocked on the 76th frame or earlier
Gouki/AkumaUPD OD Gou Hadoken(Charged) ⇨ ✚ Hold P P
motion
1,350 / 10,000
4,000 / 60,000
[01] Move Name : OD Gou Hadoken(Charged)
[02] Frame Start-up : 31
[03] Frame Active : -
[04] Frame Recovery : 57 total frames
[05] Recovery Hit : D
[06] Recovery Block : 20
[06] Recovery Block : 21
[07] Cancel : SA2
[08] Damage : 1350
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -9000
[13] Super Art Gauge Increase : 800
[14] Properties : High - Projectile
[15] Miscellaneous :
Recovery reduced by 5 frames if the attack hits or is blocked on the 50th frame or earlier
Gouki/AkumaUPD OD Adamant Flame(2) ⇦ ✚ P P▸⇨ ✚ P
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : OD Adamant Flame(2)
[02] Frame Start-up : 7
[03] Frame Active : 7-10, 15-17
[04] Frame Recovery : 25
[05] Recovery Hit : D
[06] Recovery Block : -18
[07] Cancel : SA2
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 750
[14] Properties : High
[15] Miscellaneous :

Produces a wall splat if the opponent reaches the wall
Gouki/AkumaUPD Ashura Senku(Forward) ⇨ ✚ K KK
motion
0 / 10,000
0 / 60,000
[01] Move Name : Ashura Senku(Forward)
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 51 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :

Can perform Oboro Throw between frames 21-37
EDUPD L Psycho Blitz ⇦ ✚ LP
motion
800 / 10,000
3,000 / 60,000
[01] Move Name : L Psycho Blitz
[02] Frame Start-up : 11
[03] Frame Active : 11-13, 17-19, 26-29
[04] Frame Recovery : 14
[05] Recovery Hit : 3
[06] Recovery Block : -5
[07] Cancel : SA3
[08] Damage : 800
[09] Combo Scaling :
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 900
[14] Properties : High
[15] Miscellaneous :

EDUPD OD Psycho Blitz ⇦ ✚ P P
motion
1,400 / 10,000
4,000 / 60,000
[01] Move Name : OD Psycho Blitz
[02] Frame Start-up : 13
[03] Frame Active : 13, 18, 22, 26, 30, 34,43-44
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -4
[07] Cancel : SA2
[08] Damage : 1400
[09] Combo Scaling : Combo scaling 20%
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[15] Miscellaneous :

A.K.IUPD Crouching Heavy Punch ⇩ ✚ HP
motion
900 / 10,000
4,000 / 60,000
[01] Move Name : Crouching Heavy Punch
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 28
[05] Recovery Hit : D
[06] Recovery Block : -8
[07] Cancel : -
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : Low
[15] Miscellaneous :
Knockdown time extended when the attack lands as a Punish Counter, and changes to Hard Knockdown
Knockdown time extended when the attack lands as a Punish Counter, and opponent is put in a poisoned state.
A.K.IUPD Chi Wen ⇨ ✚ HP
motion
900 / 10,000
6,000 / 60,000
[01] Move Name : Chi Wen
[02] Frame Start-up : 16
[03] Frame Active : 16-18
[03] Frame Active : 16-19
[04] Frame Recovery : 21
[04] Frame Recovery : 20
[05] Recovery Hit : 3
[06] Recovery Block : -4
[06] Recovery Block : -3
[07] Cancel : SA
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
1 frame of recovery subtracted when the attack hits or is blocked
A.K.IUPD OD Nightshade Chaser (During OD Nightshade Pulse)⇨ ✚ P
motion
*600 / 10,000
2,500 / 60,000
[01] Move Name : OD Nightshade Chaser
[02] Frame Start-up : 13
[03] Frame Active : 13-17
[04] Frame Recovery : 28
[05] Recovery Hit : D
[06] Recovery Block : -13
[07] Cancel : SA2
[08] Damage : *600
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
Puts the opponent in a poisoned state on hitToxic Blossom triggers on hit if the opponent is already in a poisoned state* Deals 800 damage and forces a juggle state on Toxic Blossom triggerClashes with projectiles (Once)
Puts the opponent in a poisoned state on either hit or blockToxic Blossom triggers on hit if the opponent is already in a poisoned state* Deals 800 damage and forces a juggle state on Toxic Blossom triggerClashes with projectiles (Once)
A.K.IUPD L Cruel Fate ⇦ ✚ LK
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : L Cruel Fate
[02] Frame Start-up : 24
[03] Frame Active : 24-25, 31-32, 37-38, 44-45
[04] Frame Recovery : 18 frame(s) after landing
[05] Recovery Hit : 1
[05] Recovery Hit : 2
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Considered airborne from frames 9 - 45
RashidUPD Crouching Heavy Punch ⇩ ✚ HP
motion
900 / 10,000
5,000 / 60,000
[01] Move Name : Crouching Heavy Punch
[02] Frame Start-up : 12
[03] Frame Active : 12-14
[04] Frame Recovery : 21
[05] Recovery Hit : 5
[06] Recovery Block : -6
[06] Recovery Block : -4
[07] Cancel : SA
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
2 frames of recovery added when the attack misses
RashidUPD Crescent Kick ⇨ ✚ HK
motion
900 / 10,000
6,000 / 60,000
[01] Move Name : Crescent Kick
[02] Frame Start-up : 16
[03] Frame Active : 16-19
[04] Frame Recovery : 20
[05] Recovery Hit : 2
[05] Recovery Hit : 3
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
3 frames of recovery added when the attack missesCan be affected by air currents from frames 6 - 19
RashidUPD [Air Current Boosted] M Spinning Mixer (when coming in contact with an air current)⇩⇨ ✚ MP
motion
1,400 / 10,000
6,250 / 60,000
[01] Move Name : [Air Current Boosted] M Spinning Mixer
[02] Frame Start-up : 5
[03] Frame Active : 5,6-7,10-11,16-17,21-22,29-30,34-35,41-42,46-47,53-54,58-59
[04] Frame Recovery : 15 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -78
[07] Cancel : SA3
[08] Damage : 1400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -6250
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 3 - 11Considered airborne from frames 10 -97
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 3 - 17Considered airborne from frames 10 -97
CammyUPD Lift Uppercut ⇦ ✚ MP
motion
500 / 10,000
3,000 / 60,000
[01] Move Name : Lift Uppercut
[02] Frame Start-up : 5
[03] Frame Active : 5-9
[04] Frame Recovery : 12
[05] Recovery Hit : 4
[06] Recovery Block : -1
[06] Recovery Block : 1
[07] Cancel : C
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

CammyUPD H Spiral Arrow(Charged) ⇨ ✚ Hold HK
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : H Spiral Arrow(Charged)
[02] Frame Start-up : 27
[02] Frame Start-up : 25
[03] Frame Active : 27-29, 31-33, 34-36, 37-39, 40-42
[03] Frame Active : 25-27, 29-40
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -14
[07] Cancel : SA3
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Hold the button for more than 16 frames to change its propertiesConsidered airborne from frames 30 - 45
Hold the button for more than 16 frames to change its propertiesConsidered airborne from frames 28 - 43
CammyUPD OD Spiral Arrow ⇨ ✚ K K
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : OD Spiral Arrow
[02] Frame Start-up : 13
[03] Frame Active : 13-15, 17-19, 20-22, 23-25, 26-28
[03] Frame Active : 13-15, 17-28
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -14
[07] Cancel : SA2
[08] Damage : 800
[09] Combo Scaling : Combo scaling 15%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Considered airborne from frames 16 - 32
CammyUPD H Cannon Spike(Charged) ⇨⇩ ✚ Hold HK
motion
*1500 / 10,000
4,000 / 60,000
[01] Move Name : H Cannon Spike(Charged)
[02] Frame Start-up : 24
[02] Frame Start-up : 22
[03] Frame Active : 24-35
[03] Frame Active : 22-33
[04] Frame Recovery : 29+16 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -40
[07] Cancel : SA3
[08] Damage : *1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 7Completely invincible from frames 20 - 25Considered airborne from frames 26 - 64* Does 900 individual damage after the 5th active frame
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 7Completely invincible from frames 18 - 23Considered airborne from frames 24 - 62* Does 900 individual damage after the 5th active frame
CammyUPD OD Quick Spin Knuckle ⇦ ✚ P P
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : OD Quick Spin Knuckle
[02] Frame Start-up : 25
[03] Frame Active : 25-28
[04] Frame Recovery : 17
[05] Recovery Hit : 7
[06] Recovery Block : -2
[06] Recovery Block : 3
[07] Cancel : SA2
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Invincible to projectiles from frames 9 - 24When performed at close range, Cammy will go behind her opponent and attack. In this situation, start up is 3 frames later
Invincible to projectiles from frames 9 - 24When performed at close range, Cammy will go behind her opponent and attack. In this situation, start up is 3 frames slower, and the recovery on block is -2.
CammyUPD Hooligan Combination(Charged) ⇨ ✚ Hold HP
motion
0 / 10,000
0 / 60,000
[01] Move Name : Hooligan Combination(Charged)
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : -
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Hold the button for more than 18 frames to change its propertiesFrom frame 41 until landing, can be canceled into any offshoot attacks except for Razor's Edge Slicer on frame 27 or later. Is considered airborne.
Hold the button for more than 18 frames to change its propertiesFrom frame 39 until landing, can be canceled into any offshoot attacks except for Razor's Edge Slicer on frame 25 or later. Is considered airborne.
LilyUPD Standing Heavy Kick HK
motion
1,000 / 10,000
6,000 / 60,000
[01] Move Name : Standing Heavy Kick
[02] Frame Start-up : 14
[03] Frame Active : 14-17
[04] Frame Recovery : 21
[05] Recovery Hit : 1
[06] Recovery Block : -5
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces a juggle state on Punish Counter
Forces a blowback knockdown when the attack lands as a Counter or Punish Counter
LilyUPD L Condor Wind ⇦ ✚ LP
motion
900 / 10,000
4,000 / 60,000
[01] Move Name : L Condor Wind
[02] Frame Start-up : -
[02] Frame Start-up : 19
[03] Frame Active : -
[03] Frame Active : 19-22
[04] Frame Recovery : 47 total frames
[04] Frame Recovery : 25
[05] Recovery Hit : -
[05] Recovery Hit : D
[06] Recovery Block : -
[06] Recovery Block : -8
[07] Cancel : -
[07] Cancel : SA3
[08] Damage : 0
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : 0
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 0
[13] Super Art Gauge Increase : 1000
[14] Properties : -
[14] Properties : High
[15] Miscellaneous :
Adds 1 stock of Windclad on frame 46 if the button is released in the fastest situation.Adds 1 stock on frames 71 and 91 if the button is held.Changes the properties of Condor Spire, Tomahawk Buster, Condor Dive, Thunderbird and Sky Thunderbird after a stock is added.
Transitions into the attack if the button is released during the first 15 frames.If the button is held, adds a Windclad stock on frames 46, 71 and 90.Changes the properties of Condor Spire, Tomahawk Buster, Condor Dive, Thunderbird and Sky Thunderbird after a stock is added.
LilyUPD M Condor Wind ⇦ ✚ MP
motion
900 / 10,000
4,000 / 60,000
[01] Move Name : M Condor Wind
[02] Frame Start-up : 23
[03] Frame Active : 23-26
[04] Frame Recovery : 25
[05] Recovery Hit : 2
[06] Recovery Block : -8
[07] Cancel : SA3
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Adds 1 stock of Windclad on the 1st active frame of the attack if the button is released by frame 45.If the button is held, adds a Windclad stock on frames 46, 71 and 91.Changes the properties of Condor Spire, Tomahawk Buster, Condor Dive, Thunderbird and Sky Thunderbird after a stock is added.Forces a juggle state when hitting a mid-air opponent
Adds 1 stock of Windclad on the 1st active frame of the attack if the button is released by frame 45.If the button is held, adds a Windclad stock on frames 46, 71 and 90.Changes the properties of Condor Spire, Tomahawk Buster, Condor Dive, Thunderbird and Sky Thunderbird after a stock is added.Forces a juggle state when hitting a mid-air opponent
LilyUPD H Condor Wind ⇦ ✚ HP
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : H Condor Wind
[02] Frame Start-up : 25
[03] Frame Active : 25-28
[04] Frame Recovery : 25
[05] Recovery Hit : D
[06] Recovery Block : -8
[07] Cancel : SA3
[08] Damage : 1100
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Adds 1 stock of Windclad on the 1st active frame of the attack if the button is released by frame 45.If the button is held, adds a Windclad stock on frames 46, 71 and 91.Changes the properties of Condor Spire, Tomahawk Buster, Condor Dive, Thunderbird and Sky Thunderbird after a stock is added.
Adds 1 stock of Windclad on the 1st active frame of the attack if the button is released by frame 45.If the button is held, adds a Windclad stock on frames 46, 71 and 90.Changes the properties of Condor Spire, Tomahawk Buster, Condor Dive, Thunderbird and Sky Thunderbird after a stock is added.Forces a juggle state when hitting a mid-air opponent
ZangiefUPD Power Stomps(1) ⇩⇩ ✚ MK
motion
500 / 10,000
2,500 / 60,000
[01] Move Name : Power Stomps(1)
[02] Frame Start-up : 9
[03] Frame Active : 9-11
[04] Frame Recovery : 17
[05] Recovery Hit : 4
[06] Recovery Block : -3
[07] Cancel : -
[07] Cancel : C
[08] Damage : 500
[09] Combo Scaling :
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 700
[14] Properties : Low
[15] Miscellaneous :

ZangiefUPD Russian Suplex (When near opponent)⇨⇦ ✚ K
motion
2,900 / 10,000
0 / 60,000
[01] Move Name : Russian Suplex
[02] Frame Start-up : 10
[03] Frame Active : 10-11
[04] Frame Recovery : 50
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 2900
[09] Combo Scaling : Immediate scaling 10%
[10] Drive Gauge Increase Hit : 7000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 4000
[14] Properties : Throw
[15] Miscellaneous :
With Classic ControlsDoes 3335 individual damage when the attack lands as a Punish CounterWith Modern ControlsDoes 3335 individual damage when the attack lands as a Punish Counter*Does 2668 individual damage using simplified inputs
The heavy version does 2600 individual damage on activationWith Classic ControlsDoes 3335 individual damage when the attack lands as a Punish CounterWith Modern ControlsDoes 3335 individual damage when the attack lands as a Punish Counter*Does 2668 individual damage using simplified inputs
ZangiefUPD Siberian Express(Close range) (When near opponent)⇨⇦ ✚ LK or MK
motion
2,700 / 10,000
- / 60,000
[01] Move Name : Siberian Express(Close range)
[02] Frame Start-up : 28
[03] Frame Active : 28-29
[04] Frame Recovery : 41
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 2700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 4000
[14] Properties : Throw
[15] Miscellaneous :
With Classic ControlsDoes 3105 individual damage when the attack lands as a Punish CounterWith Modern ControlsDoes 2484 individual damage when the attack lands as a Punish Counter
ZangiefUPD Siberian Express(Far range) (When far from opponent)⇨⇦ ✚ LK or MK
motion
2,700 / 10,000
- / 60,000
[01] Move Name : Siberian Express(Far range)
[02] Frame Start-up : 55
[03] Frame Active : 55-56
[04] Frame Recovery : 40
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 2700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 4000
[14] Properties : Throw
[15] Miscellaneous :
Super Armor for 1 attack from frames 10 - 56Travel distance changes depending on the distance from the opponent*Frame data displays the shortest distanceWith Classic ControlsDoes 3105 individual damage when the attack lands as a Punish CounterWith Modern ControlsDoes 2484 individual damage when the attack lands as a Punish Counter
MarisaUPD Standing Heavy Punch(Charged) Hold HP
motion
1,200 / 10,000
8,000 / 60,000
[01] Move Name : Standing Heavy Punch(Charged)
[02] Frame Start-up : 23
[03] Frame Active : 23-24
[04] Frame Recovery : 22
[05] Recovery Hit : 7
[06] Recovery Block : 4
[06] Recovery Block : 5
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling : Starter scaling 10%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -8000
[12] Drive Gauge Decrease Punish Counter : -12000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces a juggle state knockdown when hitting a mid-air opponent15 frames of advantage added when the attack lands as a Punish Counter.1 frames of recovery subtracted on hit or when blocked
MarisaUPD Heavy Two Hitter HP▸HP
motion
1,000 / 10,000
5,000 / 60,000
[01] Move Name : Heavy Two Hitter
[02] Frame Start-up : 24
[03] Frame Active : 24-26
[04] Frame Recovery : 19
[05] Recovery Hit : D
[06] Recovery Block : 2
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :

Advantage on block changes to +4 when following up from Standing Heavy Punch (hold)
MarisaUPD Novacula Swipe/Novacula Thrust(1) ⇨ ✚ MP
motion
800 / 10,000
2,500 / 60,000
[01] Move Name : Novacula Swipe/Novacula Thrust(1)
[02] Frame Start-up : 9
[03] Frame Active : 9-10
[04] Frame Recovery : 20
[05] Recovery Hit : 2
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

Forces the opponent into a standing position on Punish Counter
MarisaUPD Falx Crusher(1) ⇨ ✚ HK
motion
900 / 10,000
5,000 / 60,000
[01] Move Name : Falx Crusher(1)
[02] Frame Start-up : 14
[03] Frame Active : 14-17
[04] Frame Recovery : 21
[04] Frame Recovery : 20
[05] Recovery Hit : 0
[05] Recovery Hit : 4
[06] Recovery Block : -3
[06] Recovery Block : -2
[07] Cancel : C
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces the opponent into a standing positionHold the button for more than 21 frames to change its properties
MarisaUPD M Quadriga ⇨ ✚ MK
motion
1,500 / 10,000
5,000 / 60,000
[01] Move Name : M Quadriga
[02] Frame Start-up : 24
[03] Frame Active : 24-27
[04] Frame Recovery : 22
[05] Recovery Hit : D
[06] Recovery Block : -4
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -12000
[13] Super Art Gauge Increase : 1150
[14] Properties : High
[15] Miscellaneous :

MarisaUPD H Quadriga ⇨ ✚ HK
motion
1,600 / 10,000
5,000 / 60,000
[01] Move Name : H Quadriga
[02] Frame Start-up : 29
[03] Frame Active : 29-32
[04] Frame Recovery : 21
[05] Recovery Hit : D
[06] Recovery Block : -3
[06] Recovery Block : 1
[07] Cancel : SA3
[08] Damage : 1600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -12000
[13] Super Art Gauge Increase : 1150
[14] Properties : High
[15] Miscellaneous :

MarisaUPD Tonitrus(2) (During Scutum)P▸P
motion
1,000 / 10,000
5,000 / 60,000
[01] Move Name : Tonitrus(2)
[02] Frame Start-up : 20
[02] Frame Start-up : 19
[03] Frame Active : 20-22
[03] Frame Active : 19-22
[04] Frame Recovery : 36
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -21
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1150
[14] Properties : High
[15] Miscellaneous :
Always in Punish Counter state during execution
ManonUPD Standing Medium Kick MK
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Standing Medium Kick
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 18
[05] Recovery Hit : -2
[05] Recovery Hit : 0
[06] Recovery Block : -5
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[15] Miscellaneous :

ManonUPD Crouching Medium Kick ⇩ ✚ MK
motion
600 / 10,000
4,000 / 60,000
[01] Move Name : Crouching Medium Kick
[02] Frame Start-up : 8
[03] Frame Active : 8-11
[04] Frame Recovery : 16
[05] Recovery Hit : 3
[05] Recovery Hit : 4
[06] Recovery Block : -2
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : Low
[15] Miscellaneous :

ManonUPD L Manège Doré(Attack changes according to Medal level) (When near opponent)⇨⇦ ✚ LP
motion
*2000 / 10,000
0 / 60,000
[01] Move Name : L Manège Doré(Attack changes according to Medal level)
[02] Frame Start-up : 10
[03] Frame Active : 10-11
[03] Frame Active : 10-12
[04] Frame Recovery : 49
[04] Frame Recovery : 48
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : *2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : ※3000
[14] Properties : Throw
[15] Miscellaneous :
Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 2000 (2300)Medal Level 2: 2300 (2645)Medal Level 3: 2700 (3105)Medal Level 4: 3000 (3450)Medal level 5: 3700 (4255)Values in parentheses represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 3000Medal Level 3 - 4: 4000Medal Level 5: 5000
ManonUPD M Manège Doré(Attack changes according to Medal level) (When near opponent)⇨⇦ ✚ MP
motion
*2000 / 10,000
0 / 60,000
[01] Move Name : M Manège Doré(Attack changes according to Medal level)
[02] Frame Start-up : 8
[03] Frame Active : 8-9
[03] Frame Active : 8-10
[04] Frame Recovery : 51
[04] Frame Recovery : 50
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : *2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : ※3000
[14] Properties : Throw
[15] Miscellaneous :
Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 2000 (2300)Medal Level 2: 2300 (2645)Medal Level 3: 2700 (3105)Medal Level 4: 3000 (3450)Medal level 5: 3700 (4255)Values in parentheses represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 3000Medal Level 3 - 4: 4000Medal Level 5: 5000
ManonUPD H Manège Doré(Attack changes according to Medal level) (When near opponent)⇨⇦ ✚ HP
motion
*2000 / 10,000
0 / 60,000
[01] Move Name : H Manège Doré(Attack changes according to Medal level)
[02] Frame Start-up : 5
[03] Frame Active : 5-6
[03] Frame Active : 5-7
[04] Frame Recovery : 54
[04] Frame Recovery : 53
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : *2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 5000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : ※3000
[14] Properties : Throw
[15] Miscellaneous :
With Classic ControlsMedal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 2000 (2300)Medal Level 2: 2300 (2645)Medal Level 3: 2700 (3105)Medal Level 4: 3000 (3450)Medal level 5: 3700 (4255)Values in parentheses represent damage on Punish CounterWith Modern ControlsMedal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1600 (2000) / 1840 (2300)Medal Level 2: 1840 (2300) / 2116 (2645)Medal Level 3: 2160 (2700) / 2484 (3105)Medal Level 4: 2400 (3000) / 2760 (3450)Medal level 5: 2960 (3700) / 3404 (4255)Values after the backslash represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 3000Medal Level 3 - 4: 4000Medal Level 5: 5000
ManonUPD OD Dégagé ⇦ ✚ K K
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : OD Dégagé
[02] Frame Start-up : 22
[03] Frame Active : 22-24
[04] Frame Recovery : 22
[05] Recovery Hit : 6
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : Mid
[15] Miscellaneous :
Low attack invincibility from frames 11 - 12, as well as throw invincibilityConsidered airborne from frames 9 - 21
Low attack invincibility from frames 11 - 12, as well as throw invincibilityConsidered airborne from frames 9 - 21Produces a ground bound during a mid-air hit
ManonUPD L Renversé(Attack changes according to Medal level) ⇨ ✚ LP
motion
*1350 / 10,000
2,000 / 60,000
[01] Move Name : L Renversé(Attack changes according to Medal level)
[02] Frame Start-up : 22
[03] Frame Active : 22-23
[04] Frame Recovery : 37
[05] Recovery Hit : D
[06] Recovery Block : -23
[07] Cancel : SA3
[08] Damage : *1350
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : ※2150
[14] Properties : High
[15] Miscellaneous :
With Classic ControlsProjectile invincibility from frames 3 - 21Transition into feint by holding the button (total 31 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1350 (1360)Medal Level 2: 1500 (1510)Medal Level 3: 1650 (1660)Medal Level 4: 1800 (1810)Medal Level 5: 1950 (1960)Values in parentheses represent damage on Punish CounterWith Modern ControlsMedal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1080 / 1088Medal Level 2: 1200 / 1208Medal Level 3: 1320 / 1328Medal Level 4: 1440 / 1448Medal Level 5: 1560 / 1568Values after the backslash represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
With Classic ControlsProjectile invincibility from frames 3 - 23Transition into feint by holding the button (total 31 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1350 (1360)Medal Level 2: 1500 (1510)Medal Level 3: 1650 (1660)Medal Level 4: 1800 (1810)Medal Level 5: 1950 (1960)Values in parentheses represent damage on Punish CounterWith Modern ControlsMedal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1080 / 1088Medal Level 2: 1200 / 1208Medal Level 3: 1320 / 1328Medal Level 4: 1440 / 1448Medal Level 5: 1560 / 1568Values after the backslash represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
ManonUPD M Renversé(Attack changes according to Medal level) ⇨ ✚ MP
motion
*1400 / 10,000
2,000 / 60,000
[01] Move Name : M Renversé(Attack changes according to Medal level)
[02] Frame Start-up : 25
[03] Frame Active : 25-26
[04] Frame Recovery : 34
[05] Recovery Hit : D
[06] Recovery Block : -20
[07] Cancel : SA3
[08] Damage : *1400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : ※2150
[14] Properties : High
[15] Miscellaneous :
Projectile invincibility from frames 3 - 24Transition into feint by holding the button (total 32 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1400 (1420)Medal Level 2: 1550 (1570)Medal Level 3: 1700 (1720)Medal Level 4: 1850 (1870)Medal Level 5: 2000 (2020)Values in parentheses represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
Projectile invincibility from frames 3 - 26Transition into feint by holding the button (total 32 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1400 (1420)Medal Level 2: 1550 (1570)Medal Level 3: 1700 (1720)Medal Level 4: 1850 (1870)Medal Level 5: 2000 (2020)Values in parentheses represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
ManonUPD H Renversé(Attack changes according to Medal level) ⇨ ✚ HP
motion
*1500 / 10,000
2,000 / 60,000
[01] Move Name : H Renversé(Attack changes according to Medal level)
[02] Frame Start-up : 29
[03] Frame Active : 29-30
[04] Frame Recovery : 30
[05] Recovery Hit : D
[06] Recovery Block : -16
[07] Cancel : SA3
[08] Damage : *1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : ※2150
[14] Properties : High
[15] Miscellaneous :
Projectile invincibility from frames 3 - 28Transition into feint by holding the button (total 33 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1500 (1540)Medal Level 2: 1650 (1690)Medal Level 3: 1800 (1840)Medal Level 4: 1950 (1990)Medal Level 5: 2100 (2140)Values in parentheses represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
Projectile invincibility from frames 3 - 30Transition into feint by holding the button (total 33 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1500 (1540)Medal Level 2: 1650 (1690)Medal Level 3: 1800 (1840)Medal Level 4: 1950 (1990)Medal Level 5: 2100 (2140)Values in parentheses represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
ManonUPD OD Renversé(Attack changes according to Medal level) ⇨ ✚ P P
motion
*1500 / 10,000
2,000 / 60,000
[01] Move Name : OD Renversé(Attack changes according to Medal level)
[02] Frame Start-up : 25
[03] Frame Active : 25-26
[04] Frame Recovery : 34
[05] Recovery Hit : D
[06] Recovery Block : -20
[07] Cancel : -
[08] Damage : *1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : ※2150
[14] Properties : High
[15] Miscellaneous :
With Classic ControlsInvincible against strikes from the knee and up from frames 3 - 26Invincible against projectiles from frames 3 - 26Transition into feint by holding the button (total 32 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1500 (1540)Medal Level 2: 1650 (1690)Medal Level 3: 1800 (1840)Medal Level 4: 1950 (1990)Medal Level 5: 2100 (2140)Values in parentheses represent damage on Punish CounterWith Modern ControlsMedal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1200 / 1232Medal Level 2: 1320 / 1352Medal Level 3: 1440 / 1472Medal Level 4: 1560 / 1592Medal Level 5: 1680 / 1712Values after the backslash represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
With Classic ControlsInvincible against strikes from the knee and up from frames 3 - 26Invincible against projectiles from frames 3 - 26Transition into feint by holding the button (total 27 frames)Medal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1500 (1540)Medal Level 2: 1650 (1690)Medal Level 3: 1800 (1840)Medal Level 4: 1950 (1990)Medal Level 5: 2100 (2140)Values in parentheses represent damage on Punish CounterWith Modern ControlsMedal level increases by a single level on hit*Damage increases the higher the Medal levelMedal Level 1: 1200 / 1232Medal Level 2: 1320 / 1352Medal Level 3: 1440 / 1472Medal Level 4: 1560 / 1592Medal Level 5: 1680 / 1712Values after the backslash represent damage on Punish CounterSuper Art gauge increase depends on Medal level.Medal Level 1 - 2: 2150Medal Level 3 - 4: 3150Medal Level 5: 4150
ManonUPD Grand Fouetté (During Renversé)K
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Grand Fouetté
[02] Frame Start-up : 11
[03] Frame Active : 11-16
[04] Frame Recovery : 22
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -5
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 800
[09] Combo Scaling : Immediate scaling 10%
[09] Combo Scaling : Starter scaling 20%Immediate scaling 10%
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1150
[14] Properties : High
[15] Miscellaneous :

Dee JayUPD Sunrise Heel ⇨ ✚ MK
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : Sunrise Heel
[02] Frame Start-up : 19
[03] Frame Active : 19-23
[04] Frame Recovery : 16
[05] Recovery Hit : 5
[06] Recovery Block : 1
[07] Cancel : SA
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
Forces a slam knockdown when hitting a mid-air opponent
Produces a ground bound during a mid-air hit
Dee JayUPD OD Double Rolling Sobat ⇨ ✚ K K
motion
1,300 / 10,000
2,000 / 60,000
[01] Move Name : OD Double Rolling Sobat
[02] Frame Start-up : 19
[02] Frame Start-up : 17
[03] Frame Active : 19-20, 30-32
[03] Frame Active : 17-18, 28-30
[04] Frame Recovery : 19
[05] Recovery Hit : D
[06] Recovery Block : -2
[07] Cancel : SA2
[08] Damage : 1300
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -3500
[13] Super Art Gauge Increase : 1500
[14] Properties : High
[15] Miscellaneous :
Can be canceled into a Level 2 or 3 Super Art or Critical Art only on the 2nd attack
Dee JayUPD Waning Moon (During Jus Cool)MK
motion
1,000 / 10,000
6,000 / 60,000
[01] Move Name : Waning Moon
[02] Frame Start-up : 25
[03] Frame Active : 25-27
[04] Frame Recovery : 16
[05] Recovery Hit : D
[06] Recovery Block : 1
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 1000
[14] Properties : Mid
[15] Miscellaneous :
Forces a slam knockdown when hitting a mid-air opponentAdds a ground bounding effect on Punish Counter
Invincible to throws from frames 12 - 26Forces a slam knockdown when hitting a mid-air opponentAdds a ground bounding effect on Punish Counter
Dee JayUPD OD Waning Moon (During OD Jus Cool)MK
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : OD Waning Moon
[02] Frame Start-up : 19
[03] Frame Active : 19-23
[04] Frame Recovery : 17
[05] Recovery Hit : 7
[06] Recovery Block : -2
[07] Cancel : -
[08] Damage : 1100
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 1000
[14] Properties : Mid
[15] Miscellaneous :
Adds a ground bounding effect during a mid-air hit
Invincible to throws from frames 10 - 22Adds a ground bounding effect during a mid-air hit
E.HondaUPD Standing Medium Punch MP
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 10
[03] Frame Active : 10-13
[04] Frame Recovery : 13
[05] Recovery Hit : 6
[06] Recovery Block : 1
[07] Cancel : C
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
2 frames of recovery added when the attack misses
4 frames of recovery added when the attack misses
E.HondaUPD Crouching Heavy Punch ⇩ ✚ HP
motion
800 / 10,000
6,000 / 60,000
[01] Move Name : Crouching Heavy Punch
[02] Frame Start-up : 11
[03] Frame Active : 11-14
[04] Frame Recovery : *17
[05] Recovery Hit : 3
[06] Recovery Block : -3
[07] Cancel : *
[07] Cancel : *SA
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Adds +2 frames of recovery on armor hit or if the attack misses* Can be canceled into Hundred Hand Slap if Sumo Spirit is active
E.HondaUPD Sumo Dash ⇨ ✚ K
motion
0 / 10,000
0 / 60,000
[01] Move Name : Sumo Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 51 total frames
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can transition to Taiho Cannon Lift or Teppo Triple Slap from frames 14 - 43
DhalsimUPD OD Yoga Comet (During a jump) ⇨⇦ ✚ P P
motion
1,200 / 10,000
4,000 / 60,000
[01] Move Name : OD Yoga Comet
[02] Frame Start-up : 30
[03] Frame Active : -
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High - Projectile
[15] Miscellaneous :
Can perform moves from frame 50
Can perform moves from frame 44
BlankaUPD Standing Medium Punch MP
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 10
[02] Frame Start-up : 9
[03] Frame Active : 10-12
[03] Frame Active : 9-11
[04] Frame Recovery : 15
[05] Recovery Hit : 3
[06] Recovery Block : -4
[07] Cancel : SA
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

BlankaUPD Standing Medium Kick MK
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Standing Medium Kick
[02] Frame Start-up : 8
[03] Frame Active : 8-10
[04] Frame Recovery : 17
[05] Recovery Hit : 5
[06] Recovery Block : -2
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[15] Miscellaneous :
* 3 frames of recovery added when the attack misses
3 frames of recovery added when the attack misses
BlankaUPD Wild Edge ⇦ ✚ MK
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Wild Edge
[02] Frame Start-up : 9
[03] Frame Active : 9-14
[04] Frame Recovery : 12
[05] Recovery Hit : 8
[06] Recovery Block : 2
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

4 frames of recovery added when the attack misses
BlankaUPD Electric Thunder ⇦ ✚ P
motion
800 / 10,000
2,000 / 60,000
[01] Move Name : Electric Thunder
[02] Frame Start-up : 10
[03] Frame Active : 10-11,15-16,20-21
[04] Frame Recovery : 17
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Hold down the button to continue that attack
Hold down the button to continue that attackWhile held, having the fourth attack onward hit or blocked transitions into a follow-up attack.
BlankaUPD [Lightning Beast] Electric Thunder ⇦ ✚ P
motion
900 / 10,000
2,000 / 60,000
[01] Move Name : [Lightning Beast] Electric Thunder
[02] Frame Start-up : 10
[03] Frame Active : 10-11,15-16,20-21
[04] Frame Recovery : 17
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Hold down the button to continue that attack
Hold down the button to continue that attackWhile held, having the fourth attack onward hit or blocked transitions into a follow-up attack.
KenUPD Crouching Medium Punch ⇩ ✚ MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Crouching Medium Punch
[02] Frame Start-up : 6
[03] Frame Active : 6-8
[04] Frame Recovery : 14
[05] Recovery Hit : 3
[05] Recovery Hit : 5
[06] Recovery Block : 0
[07] Cancel : C
[08] Damage : 700
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
2 frames of recovery added when the attack misses
KenUPD Quick Dash K K
motion
0 / 10,000
0 / 60,000
[01] Move Name : Quick Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 45 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can transition to branching attacks from frame 12
Can transition into Forward Step Kick from frame 10, and other branching attacks from frame 12
KenUPD Forward Step Kick (During Quick Dash)HK
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Forward Step Kick
[02] Frame Start-up : 10
[02] Frame Start-up : 8
[03] Frame Active : 10-13
[03] Frame Active : 8-11
[04] Frame Recovery : 20
[04] Frame Recovery : 24
[05] Recovery Hit : 3
[05] Recovery Hit : 1
[06] Recovery Block : -4
[07] Cancel : SA
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Can be canceled into any Super Art
Adds +4 frames of recovery on armor hit or if the attack missesCan be canceled into any Super Art
JuriUPD Korenzan ⇦ ✚ HK
motion
800 / 10,000
3,000 / 60,000
[01] Move Name : Korenzan
[02] Frame Start-up : 10
[03] Frame Active : 10-12, 19-21
[04] Frame Recovery : 19
[05] Recovery Hit : 2
[05] Recovery Hit : 3
[06] Recovery Block : -6
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Second attack produces a ground bound when hitting a mid-air opponent
KimberlyUPD OD Bushin Izuna Otoshi (During OD Arc Step)P
motion
900 / 10,000
0 / 60,000
[01] Move Name : OD Bushin Izuna Otoshi
[02] Frame Start-up : 13
[03] Frame Active : 13-18
[04] Frame Recovery : 40 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : Throw
[15] Miscellaneous :
With Classic ControlsDoes 1035 individual damage when the attack lands as a Punish CounterWith Modern ControlsDoes 828 individual damage when the attack lands as a Punish Counter
KimberlyUPD Hidden Variable ⇦ ✚ P
motion
0 / 10,000
0 / 60,000
[01] Move Name : Hidden Variable
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 43 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Completely invincible from frames 19 - 26Can be canceled into anything except walk/dashes, Drive Parry, Block and Hidden Variable from the 34th frame
Hold the button for more than 19 frames to change its propertiesCompletely invincible from frames 19 - 26Can be canceled into anything except walk/dashes, Drive Parry, Block and Hidden Variable from the 34th frame
KimberlyUPD Genius at Play (With 2 or fewer Shuriken Bomb stocks)⇩⇩ ✚ K
motion
0 / 10,000
0 / 60,000
[01] Move Name : Genius at Play
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Adds a Shuriken Bomb stock on frame 43
KimberlyUPD OD Genius at Play (With 1 or fewer Shuriken Bomb stocks)⇩⇩ ✚ K K
motion
0 / 10,000
0 / 60,000
[01] Move Name : OD Genius at Play
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Adds 2 Shuriken Bomb stock on frame 43
Adds 3 Shuriken Bomb stock on frame 43
KimberlyUPD L Shuriken Bomb (With at least 1 Shuriken Bomb stock)⇩⇩ ✚ LP
motion
450 / 10,000
4,000 / 60,000
[01] Move Name : L Shuriken Bomb
[02] Frame Start-up : 122*
[03] Frame Active : 122-131*
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 10%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Fires a projectile on the 18th frameDecreases the Shuriken Bomb stock by 1* Values represent when the attack is performed in the middle of the screen
KimberlyUPD M Shuriken Bomb (With at least 1 Shuriken Bomb stock)⇩⇩ ✚ MP
motion
450 / 10,000
4,000 / 60,000
[01] Move Name : M Shuriken Bomb
[02] Frame Start-up : 124*
[03] Frame Active : 124-133*
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 10%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Fires a projectile on the 18th frameDecreases the Shuriken Bomb stock by 1* Values represent when the attack is performed in the middle of the screen
KimberlyUPD H Shuriken Bomb (With at least 1 Shuriken Bomb stock)⇩⇩ ✚ HP
motion
450 / 10,000
4,000 / 60,000
[01] Move Name : H Shuriken Bomb
[02] Frame Start-up : 128*
[03] Frame Active : 128-137*
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 10%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Fires a projectile on the 18th frameDecreases the Shuriken Bomb stock by 1* Values represent when the attack is performed in the middle of the screen
KimberlyUPD L Shuriken Bomb Spread (With at least 2 Shuriken Bomb stocks)⇩⇩ ✚ LPMP
motion
450 / 10,000
4,000 / 60,000
[01] Move Name : L Shuriken Bomb Spread
[02] Frame Start-up : 122*
[03] Frame Active : 122-131、170-179*
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 10%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Fires 2 projectiles on the 18th frameDecreases the Shuriken Bomb stock by 2* Values represent when the attack is performed in the middle of the screen
KimberlyUPD M Shuriken Bomb Spread (With at least 2 Shuriken Bomb stocks)⇩⇩ ✚ LPHP
motion
450 / 10,000
4,000 / 60,000
[01] Move Name : M Shuriken Bomb Spread
[02] Frame Start-up : 122*
[03] Frame Active : 122-131、128-137*
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 10%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Fires 2 projectiles on the 18th frameDecreases the Shuriken Bomb stock by 2* Values represent when the attack is performed in the middle of the screen
KimberlyUPD H Shuriken Bomb Spread (With at least 2 Shuriken Bomb stocks)⇩⇩ ✚ MPHP
motion
450 / 10,000
4,000 / 60,000
[01] Move Name : H Shuriken Bomb Spread
[02] Frame Start-up : 124*
[03] Frame Active : 124-133、174-183*
[04] Frame Recovery : 44 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 10%
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Fires 2 projectiles on the 18th frameDecreases the Shuriken Bomb stock by 2* Values represent when the attack is performed in the middle of the screen
GuileUPD Standing Heavy Kick HK
motion
800 / 10,000
6,000 / 60,000
[01] Move Name : Standing Heavy Kick
[02] Frame Start-up : 13
[02] Frame Start-up : 12
[03] Frame Active : 13-15
[03] Frame Active : 12-14
[04] Frame Recovery : 21
[05] Recovery Hit : 4
[06] Recovery Block : -4
[07] Cancel : SA
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
 
GuileUPD OD L Sonic Blade ⇦ ✚ LPMP
motion
600 / 10,000
2,000 / 60,000
[01] Move Name : OD L Sonic Blade
[02] Frame Start-up : 15
[03] Frame Active : 15-114
[04] Frame Recovery : 39 total frames
[05] Recovery Hit : D
[06] Recovery Block : -4
[06] Recovery Block : 1
[07] Cancel : SA2
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -3000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Can transition to any Sonic Cross from frames 34 - 39
GuileUPD OD M Sonic Blade ⇦ ✚ LPHP
motion
600 / 10,000
2,000 / 60,000
[01] Move Name : OD M Sonic Blade
[02] Frame Start-up : 15
[03] Frame Active : 15-114
[04] Frame Recovery : 39 total frames
[05] Recovery Hit : D
[06] Recovery Block : -4
[06] Recovery Block : 1
[07] Cancel : SA2
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -3000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Can transition to any Sonic Cross from frames 34 - 39
GuileUPD OD H Sonic Blade ⇦ ✚ MPHP
motion
600 / 10,000
2,000 / 60,000
[01] Move Name : OD H Sonic Blade
[02] Frame Start-up : 15
[03] Frame Active : 15-114
[04] Frame Recovery : 39 total frames
[05] Recovery Hit : D
[06] Recovery Block : -4
[06] Recovery Block : 1
[07] Cancel : SA2
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -3000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
Can transition to any Sonic Cross from frames 34 - 39
Chun-LiUPD Yokusen Kick ⇨ ✚ HK
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Yokusen Kick
[02] Frame Start-up : 16
[03] Frame Active : 16-17
[04] Frame Recovery : 23
[05] Recovery Hit : -1
[06] Recovery Block : -4
[07] Cancel : *
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
* Can be canceled into Serenity Stream on hit or blockCauses a crumple stun when the attack lands as a Punish CounterForces a juggle state when the attack lands as a Punish Counter on a mid-air opponentConsidered airborne from frames 6 - 28
* Can be canceled into Serenity Stream on hit or blockCauses a crumple stun when the attack lands as a Punish CounterForces a juggle state when the attack lands as a Punish Counter on a mid-air opponentConsidered airborne from frames 8 - 28
Chun-LiUPD Serenity Stream ⇦ ✚ P
motion
0 / 10,000
0 / 60,000
[01] Move Name : Serenity Stream
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 89 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can be canceled by any normal or unique attack that is consideres special-cancelableDuring Serenity Stream, input the same command again to cancel the technique.Can be canceled into any branching attacks from frame 15 of the technique, as well as blockPosition can be held by continually pressing down
Can be canceled by any normal or unique attack that is consideres special-cancelableDuring Serenity Stream, input up or the same command again to cancel the technique.Can be canceled into any branching attacks from frame 15 of the technique, as well as blockPosition can be held by continually pressing down
Chun-LiUPD Lotus Fist (During Serenity Stream)HP
motion
900 / 10,000
5,000 / 60,000
[01] Move Name : Lotus Fist
[02] Frame Start-up : 23
[03] Frame Active : 23-24, 31-32
[04] Frame Recovery : 19
[05] Recovery Hit : 2
[06] Recovery Block : -3
[06] Recovery Block : 1
[07] Cancel : C
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : *MidHigh
[15] Miscellaneous :
*Second attack becomes an overhead only if the first attack whiffs
Chun-LiUPD L Hazanshu ⇦ ✚ LK
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : L Hazanshu
[02] Frame Start-up : 23
[03] Frame Active : 23-25
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -5
[06] Recovery Block : -4
[07] Cancel : SA3
[08] Damage : 700
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 1200
[14] Properties : Mid
[15] Miscellaneous :
Considered airborne from frames 5 - 20
Chun-LiUPD M Tensho Kicks ⇩⇩ ✚ MK
motion
1,000 / 10,000
3,000 / 60,000
[01] Move Name : M Tensho Kicks
[02] Frame Start-up : 7
[03] Frame Active : 7-9, 19-20
[04] Frame Recovery : 31+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -41
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 10Considered airborne from frames 8 - 51
Chun-LiUPD H Tensho Kicks ⇩⇩ ✚ HK
motion
1,200 / 10,000
3,000 / 60,000
[01] Move Name : H Tensho Kicks
[02] Frame Start-up : 9
[03] Frame Active : 9-11, 19-20, 29-30, 42-43
[04] Frame Recovery : 26+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -57
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 10Considered airborne from frames 8 - 69
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 10Considered airborne from frames 8 - 69Invincible to throws from frames 8 - 9
JamieUPD Full Moon Kick(2) (Drink level 2 or higher)⇨✚MK▸MK
motion
600 / 10,000
1,500 / 60,000
[01] Move Name : Full Moon Kick(2)
[02] Frame Start-up : 15
[03] Frame Active : 15-17, 23-24
[04] Frame Recovery : 28
[05] Recovery Hit : D
[06] Recovery Block : -14
[07] Cancel : -
[08] Damage : 400
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -1500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
Available at Drink Level 2 and higher
JamieUPD Intoxicated Assault(2) (Drink level 3 or higher)⇦ ✚ HP▸HP
motion
600 / 10,000
4,000 / 60,000
[01] Move Name : Intoxicated Assault(2)
[02] Frame Start-up : 21
[03] Frame Active : 21-24
[04] Frame Recovery : 20
[05] Recovery Hit : 1
[06] Recovery Block : -11
[07] Cancel : SA
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Available at Drink Level 3
JamieUPD Intoxicated Assault(3) (Drink level 3 or higher)⇦ ✚ HP▸HP▸HK
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : Intoxicated Assault(3)
[02] Frame Start-up : 21
[03] Frame Active : 21-23
[04] Frame Recovery : 37
[05] Recovery Hit : D
[06] Recovery Block : -20
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Available at Drink Level 3
Available at Drink Level 3Produces a wall splat if the opponent reaches the wall
JamieUPD OD Freeflow Strikes(1) ⇨ ✚ P P
motion
450 / 10,000
2,000 / 60,000
[01] Move Name : OD Freeflow Strikes(1)
[02] Frame Start-up : 13
[03] Frame Active : 13-14
[04] Frame Recovery : 24
[05] Recovery Hit : 1
[06] Recovery Block : -3
[07] Cancel : SA2
[08] Damage : 450
[09] Combo Scaling : Starter scaling 25%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

JamieUPD [Drink level 4]OD Freeflow Strikes(1) ⇨ ✚ P P
motion
600 / 10,000
4,500 / 60,000
[01] Move Name : [Drink level 4]OD Freeflow Strikes(1)
[02] Frame Start-up : 13
[03] Frame Active : 16-17,24-26
[04] Frame Recovery : 19
[05] Recovery Hit : 3
[06] Recovery Block : -3
[06] Recovery Block : -1
[07] Cancel : SA2
[08] Damage : 600
[09] Combo Scaling : Starter scaling 25%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[11] Drive Gauge Decrease Block : -4500
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Available at Drink Level 4
JamieUPD OD Freeflow Strikes(2) ⇨ ✚ P P▸⇨ ✚ P
motion
450 / 10,000
2,000 / 60,000
[01] Move Name : OD Freeflow Strikes(2)
[02] Frame Start-up : 13
[03] Frame Active : 13-14
[04] Frame Recovery : 28
[04] Frame Recovery : 22
[05] Recovery Hit : -3
[05] Recovery Hit : -1
[06] Recovery Block : -9
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 450
[09] Combo Scaling : Starter scaling 25%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Can transition to following attacks even if this attack misses
JamieUPD [Drink level 4]OD Freeflow Strikes(2) ⇨ ✚ P P▸⇨ ✚ P
motion
500 / 10,000
2,000 / 60,000
[01] Move Name : [Drink level 4]OD Freeflow Strikes(2)
[02] Frame Start-up : 15
[03] Frame Active : 15-16, 22-23
[04] Frame Recovery : 27
[04] Frame Recovery : 22
[05] Recovery Hit : -2
[05] Recovery Hit : -1
[06] Recovery Block : -10
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling : Starter scaling 25%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -3000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Available at Drink Level 4
LukeUPD Standing Heavy Punch HP
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Standing Heavy Punch
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : *23
[05] Recovery Hit : 1
[06] Recovery Block : -5
[06] Recovery Block : -4
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
* Recovery is reduced by 1 frames when blocked
LukeUPD Crouching Medium Punch ⇩ ✚ MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Crouching Medium Punch
[02] Frame Start-up : 6
[03] Frame Active : 6-7
[03] Frame Active : 6-8
[04] Frame Recovery : *14
[04] Frame Recovery : *13
[05] Recovery Hit : 5
[06] Recovery Block : 1
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling : Starter scaling 15%
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
* 3 frames of recovery added when the attack misses
LukeUPD Jumping Medium Punch (During a jump) MP
motion
700 / 10,000
3,000 / 60,000
[01] Move Name : Jumping Medium Punch
[02] Frame Start-up : 9
[02] Frame Start-up : 8
[03] Frame Active : 9-12
[03] Frame Active : 8-12
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : C
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : Mid
[15] Miscellaneous :
Forces a juggle state when hitting a mid-air opponent
LukeUPD Snapback Combo(4) MP▸MP▸MP▸MP
motion
500 / 10,000
1,500 / 60,000
[01] Move Name : Snapback Combo(4)
[02] Frame Start-up : 11
[03] Frame Active : 11-12
[04] Frame Recovery : 27
[05] Recovery Hit : D
[06] Recovery Block : -12
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -1500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

Recovery is reduced by 3 frame on hitThe blowback time is extended when standing medium punch up until the third hit of Snapback Combo hits as a Punish Counter
LukeUPD L Sand Blast ⇨ ✚ LP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : L Sand Blast
[02] Frame Start-up : 14
[03] Frame Active : 14-18
[04] Frame Recovery : 47 total frames
[05] Recovery Hit : -3
[06] Recovery Block : -8
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
 
Forces a blowback knockdown when the attack lands as a Counter or Punish Counter
LukeUPD M Sand Blast ⇨ ✚ MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : M Sand Blast
[02] Frame Start-up : 17
[03] Frame Active : 17-23
[04] Frame Recovery : 47 total frames
[05] Recovery Hit : 0
[06] Recovery Block : -5
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
 
Forces a blowback knockdown when the attack lands as a Counter or Punish Counter
LukeUPD H Sand Blast ⇨ ✚ HP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : H Sand Blast
[02] Frame Start-up : 20
[03] Frame Active : 20-29
[04] Frame Recovery : 47 total frames
[05] Recovery Hit : 3
[06] Recovery Block : -2
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :
 
Forces a blowback knockdown when the attack lands as a Counter or Punish Counter
LukeUPD L Rising Uppercut ⇨⇩ ✚ LP
motion
*1000 / 10,000
4,000 / 60,000
[01] Move Name : L Rising Uppercut
[02] Frame Start-up : 5
[03] Frame Active : 5-14
[04] Frame Recovery : 22+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -27
[07] Cancel : SA3
[08] Damage : *900
[08] Damage : *1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 14Considered airborne from frames 8 - 36* Does 800 individual damage from the 3rd active frame and on
LukeUPD M Rising Uppercut ⇨⇩ ✚ MP
motion
*1100 / 10,000
4,000 / 60,000
[01] Move Name : M Rising Uppercut
[02] Frame Start-up : 6
[03] Frame Active : 6-15
[04] Frame Recovery : 24+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -29
[07] Cancel : SA3
[08] Damage : *1000
[08] Damage : *1100
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 8Considered airborne from frames 9 - 39* Does 800 individual damage from the 3rd active frame and on
LukeUPD H Rising Uppercut ⇨⇩ ✚ HP
motion
*1300 / 10,000
4,000 / 60,000
[01] Move Name : H Rising Uppercut
[02] Frame Start-up : 9
[03] Frame Active : 9-18
[04] Frame Recovery : 25+15 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -33
[07] Cancel : SA3
[08] Damage : *1200
[08] Damage : *1300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 9Considered airborne from frames 11 - 43* Does 800 individual damage from the 3rd active frame and on
LukeUPD SA2 Eraser ⇦⇩⇦ ✚ P
motion
3,000 / 10,000
5,000 / 60,000
[01] Move Name : SA2 Eraser
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 51
[05] Recovery Hit : D
[06] Recovery Block : -29
[07] Cancel : -
[08] Damage : 2800
[08] Damage : 3000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Completely invincible from frames 1 - 7Transitions to full attack after the 2nd hitMinimum guaranteed damage is 40%Values do not change on counter or Punish Counter
TerryUPD Power Dunk) MP▸HK▸HK
motion
800 / 10,000
0 / 60,000
[01] Move Name : Power Dunk)
[02] Frame Start-up : 18
[03] Frame Active : 18-20,42-47
[04] Frame Recovery : 33
[05] Recovery Hit : D
[06] Recovery Block : ―
[07] Cancel : -
[08] Damage : 1300
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1750
[14] Properties : High
[15] Miscellaneous :

1000 damage on a clean hit
TerryUPD Quick Burn ⇦ ✚ LP
motion
900 / 10,000
4,000 / 60,000
[01] Move Name : Quick Burn
[02] Frame Start-up : 10
[03] Frame Active : 10-11, 22-23
[04] Frame Recovery : 23
[05] Recovery Hit : 2
[05] Recovery Hit : 3
[06] Recovery Block : -5
[07] Cancel : SA3
[08] Damage : 900
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 700
[14] Properties : HighMid
[15] Miscellaneous :

TerryUPD OD Quick Burn ⇦ ✚ LPMP
motion
1,600 / 10,000
3,000 / 60,000
[01] Move Name : OD Quick Burn
[02] Frame Start-up : 10
[03] Frame Active : 10-11, 22-23
[04] Frame Recovery : 23
[05] Recovery Hit : D
[06] Recovery Block : -5
[07] Cancel : SA2
[08] Damage : 1400
[08] Damage : 1600
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1300
[14] Properties : HighMidHigh
[15] Miscellaneous :

MaiUPD Standing Medium Punch MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 8
[03] Frame Active : 8-11
[04] Frame Recovery : 15
[05] Recovery Hit : 2
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :

2 frames of recovery added when the attack misses
MaiUPD OD Ryuuenbu ⇦ ✚ P P
motion
1,300 / 10,000
4,000 / 60,000
[01] Move Name : OD Ryuuenbu
[02] Frame Start-up : 16
[03] Frame Active : 16-17, 30-34, 42-46
[04] Frame Recovery : 16
[05] Recovery Hit : D
[06] Recovery Block : -12
[06] Recovery Block : -3
[07] Cancel : SA2
[08] Damage : 1000
[08] Damage : 1300
[09] Combo Scaling :
[09] Combo Scaling : Starter scaling 40%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[15] Miscellaneous :
8 frame of recovery added when blocked

MaiUPD [Boosted]OD Ryuuenbu ⇦ ✚ P P
motion
1,400 / 10,000
4,000 / 60,000
[01] Move Name : [Boosted]OD Ryuuenbu
[02] Frame Start-up : 16
[03] Frame Active : 16-17, 30-34, 42-46
[04] Frame Recovery : 16
[05] Recovery Hit : D
[06] Recovery Block : -12
[06] Recovery Block : -3
[07] Cancel : SA2
[08] Damage : 1100
[08] Damage : 1400
[09] Combo Scaling :
[09] Combo Scaling : Starter scaling 40%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[15] Miscellaneous :
8 frame of recovery added when blocked
Produces a wall splat if the opponent reaches the wall
MaiUPD [Boosted]Musasabi no Mai ⇦ ✚ P
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : [Boosted]Musasabi no Mai
[02] Frame Start-up : 21
[03] Frame Active : 21-until landing
[04] Frame Recovery : 18 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -4~2
[07] Cancel : -
[08] Damage : 1100
[09] Combo Scaling :
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
7 frames of recovery added when the attack misses10 frames of recovery added when the attack misses and characters switch sidesRecovery on block changes depending on the height of the attack when it is blocked
MaiUPD SA1 Kagerou no Mai ⇨⇩⇨ ✚ P
motion
2,000 / 10,000
2,500 / 60,000
[01] Move Name : SA1 Kagerou no Mai
[02] Frame Start-up : 6
[03] Frame Active : 6-39
[04] Frame Recovery : 51
[05] Recovery Hit : D
[06] Recovery Block : -31
[07] Cancel : -
[08] Damage : 2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 0
[14] Properties : High - Projectile
[15] Miscellaneous :
Invincible to strikes and throws between frames 1 - 8Values do not change when the attack lands as a counter or Punish CounterThe minimum guaranteed damage is 30%
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 39Values do not change when the attack lands as a counter or Punish CounterThe minimum guaranteed damage is 30%
MaiUPD [Boosted]SA1 Kagerou no Mai ⇨⇩⇨ ✚ P
motion
2,300 / 10,000
2,500 / 60,000
[01] Move Name : [Boosted]SA1 Kagerou no Mai
[02] Frame Start-up : 6
[03] Frame Active : 6-95
[04] Frame Recovery : 46
[05] Recovery Hit : D
[06] Recovery Block : -26
[07] Cancel : -
[08] Damage : 2300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 0
[14] Properties : High - Projectile
[15] Miscellaneous :
Invincible to strikes and throws between frames 1 - 6Values do not change when the attack lands as a counter or Punish CounterThe minimum guaranteed damage is 30%
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 77Values do not change when the attack lands as a counter or Punish CounterThe minimum guaranteed damage is 30%
MaiUPD SA2 Air Chou Hissatsu Shinobi Bachi ⇨⇩⇨ ✚ K
motion
2,800 / 10,000
5,000 / 60,000
[01] Move Name : SA2 Air Chou Hissatsu Shinobi Bachi
[02] Frame Start-up : 3
[03] Frame Active : 3-4, 7-8, 11-12, 16-17, 20-22
[04] Frame Recovery : 24 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 2800
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Minimum guaranteed damage is set to 40%Values do not change on counter or Punish Counter
Minimum guaranteed damage is set to 40%
MaiUPD [Boosted]SA2 Air Chou Hissatsu Shinobi Bachi ⇨⇩⇨ ✚ K
motion
3,000 / 10,000
5,000 / 60,000
[01] Move Name : [Boosted]SA2 Air Chou Hissatsu Shinobi Bachi
[02] Frame Start-up : 3
[03] Frame Active : 3-26
[04] Frame Recovery : 24 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 3000
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Minimum guaranteed damage is set to 40%Values do not change on counter or Punish Counter
Minimum guaranteed damage is set to 40%
ElenaUPD Crouching Medium Kick ⇩ ✚ MK
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Crouching Medium Kick
[02] Frame Start-up : 9
[03] Frame Active : 9-11
[04] Frame Recovery : 18
[05] Recovery Hit : 4
[06] Recovery Block : -4
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : Low
[15] Miscellaneous :
2 frames of recovery subtracted on hit
ElenaUPD Crouching Heavy Punch ⇩ ✚ HP
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Crouching Heavy Punch
[02] Frame Start-up : 9
[03] Frame Active : 9-11, 16-18
[04] Frame Recovery : 20
[05] Recovery Hit : 6
[06] Recovery Block : -7
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces the opponent into a standing position
Forces the opponent into a standing positionForces a juggle state when hitting a mid-air opponent with the 2nd attack
ElenaUPD OD Lynx Song ⇨ ✚ P P
motion
0 / 10,000
0 / 60,000
[01] Move Name : OD Lynx Song
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 34 total frames
[04] Frame Recovery : 29 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Projectile invincibility from frames 8 - 26Can transition to Leopard Snap from frames 15 - 24Can transition to Lynx Whirl, Harvest Circle and Mallet Smash from frames 18 - 24
SagatUPD Standing Light Kick LK
motion
400 / 10,000
500 / 60,000
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 7
[03] Frame Active : 7-8
[04] Frame Recovery : 15
[05] Recovery Hit : -1
[05] Recovery Hit : 0
[06] Recovery Block : -4
[07] Cancel : C
[08] Damage : 400
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
2 frames of recovery added when the attack misses
SagatUPD Crouching Medium Punch ⇩ ✚ MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Crouching Medium Punch
[02] Frame Start-up : 7
[03] Frame Active : 7-9
[04] Frame Recovery : 16
[05] Recovery Hit : 4
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[09] Combo Scaling : Starter scaling 15%
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
1 frame of recovery added when blocked3 frames of recovery added when the attack misses
SagatUPD Middle Step Kick MK▸HK
motion
800 / 10,000
3,000 / 60,000
[01] Move Name : Middle Step Kick
[02] Frame Start-up : 19
[02] Frame Start-up : 16
[03] Frame Active : 19-21
[03] Frame Active : 16-18
[04] Frame Recovery : 23
[05] Recovery Hit : D
[06] Recovery Block : -8
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :

SagatUPD Tiger Slash ⇩ ✚ MP▸HP
motion
700 / 10,000
5,000 / 60,000
[01] Move Name : Tiger Slash
[02] Frame Start-up : 20
[03] Frame Active : 20-22
[04] Frame Recovery : 27
[05] Recovery Hit : -2
[06] Recovery Block : -14
[07] Cancel : C
[08] Damage : 600
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Produces a ground bound during a mid-air hit
SagatUPD Tiger Rise ⇩ ✚ MP▸HK
motion
1,100 / 10,000
5,000 / 60,000
[01] Move Name : Tiger Rise
[02] Frame Start-up : 18
[03] Frame Active : 18-21
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -10
[07] Cancel : SA
[08] Damage : 1000
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[15] Miscellaneous :

SagatUPD L Tiger Nexus ⇦ ✚ LK
motion
500 / 10,000
3,000 / 60,000
[01] Move Name : L Tiger Nexus
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 23
[05] Recovery Hit : 2
[06] Recovery Block : -5
[07] Cancel : SA3
[08] Damage : 500
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
Can transition to Mighty Tiger, Greedy Tiger and Nova Tiger between frames 25 - 28Forces a juggle state when the attack lands as a counter or Punish Counter.
Can transition to Mighty Tiger, Greedy Tiger and Nova Tiger between frames 25 - 28Recovery added by 1 frames on super armor hitForces a juggle state when the attack lands as a counter or Punish Counter.
SagatUPD M Tiger Nexus ⇦ ✚ MK
motion
500 / 10,000
3,000 / 60,000
[01] Move Name : M Tiger Nexus
[02] Frame Start-up : 20
[03] Frame Active : 20-22
[04] Frame Recovery : 23
[05] Recovery Hit : 2
[06] Recovery Block : -5
[07] Cancel : SA3
[08] Damage : 500
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
Can transition to Mighty Tiger, Greedy Tiger and Nova Tiger between frames 28 - 31Forces a juggle state when the attack lands as a counter or Punish Counter.
Can transition to Mighty Tiger, Greedy Tiger and Nova Tiger between frames 28 - 31Recovery added by 1 frames on super armor hitForces a juggle state when the attack lands as a counter or Punish Counter.
SagatUPD OD Mighty Tiger (During OD Tiger Nexus)⇨ ✚ LK
motion
800 / 10,000
2,000 / 60,000
[01] Move Name : OD Mighty Tiger
[02] Frame Start-up : 15
[03] Frame Active : 15-17
[04] Frame Recovery : 22
[05] Recovery Hit : 3
[06] Recovery Block : -5
[06] Recovery Block : -3
[07] Cancel : SA2
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : Mid
[15] Miscellaneous :
Produces a ground bound during a mid-air hit
C.ViperUPD Standing Medium Kick MK
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : Standing Medium Kick
[02] Frame Start-up : 8
[03] Frame Active : 8-10
[04] Frame Recovery : 18
[05] Recovery Hit : 4
[05] Recovery Hit : 5
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[15] Miscellaneous :
2 frames of recovery added when the attack missesCan be canceled into High Jump
C.ViperUPD L Thunder Dash ⇦ ✚ LP
motion
900 / 10,000
4,000 / 60,000
[01] Move Name : L Thunder Dash
[02] Frame Start-up : 17
[03] Frame Active : 17-20
[04] Frame Recovery : 23
[05] Recovery Hit : 1
[05] Recovery Hit : 2
[06] Recovery Block : -4
[07] Cancel : SA3
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Can transition into Feint on frame 12Can transition into follow-up attack on frame 20 on either hit or block
C.ViperUPD OD Seismic Hammer ⇨⇩ ✚ P P
motion
900 / 10,000
2,000 / 60,000
[01] Move Name : OD Seismic Hammer
[02] Frame Start-up : 19
[03] Frame Active : 19-26
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -8
[06] Recovery Block : -6
[07] Cancel : SA2
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 600
[14] Properties : Low - Projectile
[15] Miscellaneous :
Can be canceled into High Jump
AlexUPD Standing Medium Punch MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 7
[03] Frame Active : 7-10
[04] Frame Recovery : 17
[04] Frame Recovery : 14
[05] Recovery Hit : 3
[05] Recovery Hit : 4
[06] Recovery Block : 0
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

1 frame of recovery added when blocked3 frames of recovery added when the attack misses
AlexUPD Crouching Medium Kick ⇩ ✚ MK
motion
600 / 10,000
4,000 / 60,000
[01] Move Name : Crouching Medium Kick
[02] Frame Start-up : 8
[03] Frame Active : 8-10
[04] Frame Recovery : 18
[05] Recovery Hit : 4
[05] Recovery Hit : 5
[06] Recovery Block : -2
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 600
[14] Properties : Low
[15] Miscellaneous :

AlexUPD Crouching Heavy Kick ⇩ ✚ HK
motion
1,000 / 10,000
4,000 / 60,000
[01] Move Name : Crouching Heavy Kick
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -11
[07] Cancel : -
[07] Cancel : *
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : Low
[15] Miscellaneous :
Knockdown time extended when the attack lands as a Punish Counter, and changes to Hard Knockdown
Can only transition to Prowler Stance on hitKnockdown time extended when the attack lands as a Punish Counter, and changes to Hard Knockdown
AlexUPD Jumping Medium Punch (During a jump) MP
motion
700 / 10,000
3,000 / 60,000
[01] Move Name : Jumping Medium Punch
[02] Frame Start-up : 7
[03] Frame Active : 7-10
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[07] Cancel : *
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : Mid
[15] Miscellaneous :
Forces a juggle state when hitting a mid-air opponent
Forces a juggle state when hitting a mid-air opponentCan be canceled into Flying Cross Chop during a forward jump
AlexUPD H Slashing Elbow (During Prowler Stance or Low Rush)⇨ ✚ HP
motion
1,000 / 10,000
6,000 / 60,000
[01] Move Name : H Slashing Elbow
[02] Frame Start-up : 18
[03] Frame Active : 18-21
[04] Frame Recovery : 18
[05] Recovery Hit : 3
[06] Recovery Block : -1
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Forces a juggle state when the attack lands as a counter or Punish Counter.
AlexUPD Shoulder Launcher (During Prowler Stance)MP
motion
800 / 10,000
3,000 / 60,000
[01] Move Name : Shoulder Launcher
[02] Frame Start-up : 7
[03] Frame Active : 7-13
[04] Frame Recovery : 17
[05] Recovery Hit : D
[06] Recovery Block : -6
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Transitions into Falling Moon on Counter and Punish CounterDeals 2200 damageGains 2000 Super Art gauge
AlexUPD Heavy Lariat(Charged) (During Prowler Stance)Hold HP
motion
1,200 / 10,000
1,0000 / 60,000
[01] Move Name : Heavy Lariat(Charged)
[02] Frame Start-up : 21
[03] Frame Active : 21-23
[04] Frame Recovery : 19
[05] Recovery Hit : 6
[06] Recovery Block : 5
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -10000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : -
[15] Miscellaneous :
Super Armor for 2 attack from frames 6 - 16Turns the opponent around on Counter and Punish Counter
Super Armor for 2 attacks from frames 6 - 23Turns the opponent around on Counter and Punish Counter
AlexUPD Oblique Stomp ⇦ ✚ MK
motion
600 / 10,000
4,000 / 60,000
[01] Move Name : Oblique Stomp
[02] Frame Start-up : 7
[03] Frame Active : 7-9
[04] Frame Recovery : 15
[05] Recovery Hit : 5
[06] Recovery Block : 1
[06] Recovery Block : 2
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
Transitions into Collapsing Diver on Counter and Punish CounterDeals 2200 damageGains 2000 Super Art gauge
AlexUPD Flying Cross Chop (During a forward jump)⇩ ✚ HP
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : Flying Cross Chop
[02] Frame Start-up : 21
[03] Frame Active : 21-until landing
[04] Frame Recovery : 36 frame(s) after landing
[05] Recovery Hit : 2~13
[06] Recovery Block : -12~-1
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Recovery changes depending on the height of the attack when it hits or is blocked
AlexUPD L Aerial Knee Smash ⇨⇩ ✚ LK
motion
1,200 / 10,000
0 / 60,000
[01] Move Name : L Aerial Knee Smash
[02] Frame Start-up : 6
[03] Frame Active : 6-13
[04] Frame Recovery : 43
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1300
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 10Considered airborne from frames 5 - 32Does not hit an opponent standing on the ground
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 10Invincible to throws from frames 5 - 6Considered airborne from frames 5 - 32Does not hit an opponent standing on the ground
AlexUPD M Aerial Knee Smash ⇨⇩ ✚ MK
motion
1,400 / 10,000
0 / 60,000
[01] Move Name : M Aerial Knee Smash
[02] Frame Start-up : 8
[03] Frame Active : 8-16
[04] Frame Recovery : 42
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1300
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 16Considered airborne from frames 6 - 34Does not hit an opponent standing on the ground
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 16Invincible to throws from frames 6 - 8Considered airborne from frames 6 - 34Does not hit an opponent standing on the ground
AlexUPD Illegal Knees (When near opponent)⇩ ✚ LPLK
motion
1,300 / 10,000
0 / 60,000
[01] Move Name : Illegal Knees
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 23
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1300
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 2000
[14] Properties : Throw
[15] Miscellaneous :
Properties change to the following when the attack lands as a Punish Counter:- Deals 2040 damage- Super Art gauge increases by 4000- Forces a hard knockdown
Properties change to the following when the attack lands as a Punish Counter:- Deals 2210 damage- Super Art gauge increases by 4000- Forces a hard knockdown
AlexUPD Backward Dash ⇦⇦
motion
0 / 10,000
0 / 60,000
[01] Move Name : Backward Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 25 total frames
[04] Frame Recovery : 23 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Invincible to throws between frames 1 - 15
INGRIDUPD Standing Light Kick LK
motion
300 / 10,000
500 / 60,000
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 11
[05] Recovery Hit : 2
[05] Recovery Hit : 3
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

INGRIDUPD Standing Medium Kick MK
motion
700 / 10,000
3,000 / 60,000
[01] Move Name : Standing Medium Kick
[02] Frame Start-up : 8
[03] Frame Active : 8-11
[04] Frame Recovery : 16
[05] Recovery Hit : 3
[05] Recovery Hit : 4
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

INGRIDUPD Crouching Medium Punch ⇩ ✚ MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Crouching Medium Punch
[02] Frame Start-up : 7
[03] Frame Active : 7-10
[04] Frame Recovery : 15
[04] Frame Recovery : 12
[05] Recovery Hit : 6
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
3 frames of recovery added when the attack misses
INGRIDUPD Crouching Heavy Punch ⇩ ✚ HP
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Crouching Heavy Punch
[02] Frame Start-up : 12
[03] Frame Active : 12-14
[04] Frame Recovery : 20
[05] Recovery Hit : 1
[06] Recovery Block : -3
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :

INGRIDUPD Halo Flight ⇨ ✚ HP
motion
900 / 10,000
5,000 / 60,000
[01] Move Name : Halo Flight
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 24
[04] Frame Recovery : 21
[05] Recovery Hit : D
[06] Recovery Block : -4
[07] Cancel : C
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
3 frames of recovery added when the attack missesCan be canceled into Solar Burst (Overdrive version included)
INGRIDUPD L Sun Shot ⇨ ✚ LP
motion
700 / 10,000
2,500 / 60,000
[01] Move Name : L Sun Shot
[02] Frame Start-up : 17
[03] Frame Active : -
[04] Frame Recovery : 49 total frames
[05] Recovery Hit : -2
[06] Recovery Block : -6
[07] Cancel : SA3
[08] Damage : 700
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -3000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Hold down the button for over 17 frames to change its properties
INGRIDUPD M Sun Shot ⇨ ✚ MP
motion
700 / 10,000
2,500 / 60,000
[01] Move Name : M Sun Shot
[02] Frame Start-up : 17
[03] Frame Active : -
[04] Frame Recovery : 49 total frames
[05] Recovery Hit : -2
[06] Recovery Block : -6
[07] Cancel : SA3
[08] Damage : 700
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -3000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Hold down the button for over 17 frames to change its properties
INGRIDUPD H Sun Shot ⇨ ✚ HP
motion
700 / 10,000
2,500 / 60,000
[01] Move Name : H Sun Shot
[02] Frame Start-up : 15
[03] Frame Active : -
[04] Frame Recovery : 46 total frames
[05] Recovery Hit : -1
[06] Recovery Block : -5
[07] Cancel : SA3
[08] Damage : 700
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -3000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
2 frames of recovery added if the attack misses on the 39th frameHold down the button for over 15 frames to change its properties
INGRIDUPD OD L Sun Shot ⇨ ✚ LPMP
motion
1,000 / 10,000
2,500 / 60,000
[01] Move Name : OD L Sun Shot
[02] Frame Start-up : 17
[03] Frame Active : -
[04] Frame Recovery : 45 total frames
[05] Recovery Hit : D
[06] Recovery Block : 1
[07] Cancel : SA2
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Hold down the button for over 17 frames to change its properties
INGRIDUPD OD M Sun Shot ⇨ ✚ LPHP
motion
1,000 / 10,000
2,500 / 60,000
[01] Move Name : OD M Sun Shot
[02] Frame Start-up : 17
[03] Frame Active : -
[04] Frame Recovery : 45 total frames
[05] Recovery Hit : D
[06] Recovery Block : 1
[07] Cancel : SA2
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Hold down the button for over 17 frames to change its properties
INGRIDUPD OD H Sun Shot ⇨ ✚ MPHP
motion
1,000 / 10,000
2,500 / 60,000
[01] Move Name : OD H Sun Shot
[02] Frame Start-up : 15
[03] Frame Active : -
[04] Frame Recovery : 42 total frames
[05] Recovery Hit : D
[06] Recovery Block : 2
[07] Cancel : SA2
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
2 frames of recovery added if the attack misses on the 34th frameHold down the button for over 15 frames to change its properties
INGRIDUPD L Sun Flare ⇦ ✚ LP
motion
0 / 10,000
0 / 60,000
[01] Move Name : L Sun Flare
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 48 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[14] Properties : -
[15] Miscellaneous :
Adds 1 Sun Crest on the 47th frameRecovers 3000 Drive if Ingrid has 4 Sun Crests stockedContinuing to hold the button will increase Sun Crest stock or recover Drive Gauge.If the technique is held to the 1st stage, the entire technique is 94 frames in total
INGRIDUPD Sun Flare(Lv1) ⇦ ✚ MPM/(No Sun Crests)⇩⇦ ✚ HP
motion
900 / 10,000
2,500 / 60,000
[01] Move Name : Sun Flare(Lv1)
[02] Frame Start-up : 21
[03] Frame Active : 21-26
[04] Frame Recovery : 21
[05] Recovery Hit : D
[06] Recovery Block : -4
[07] Cancel : SA3
[08] Damage : 900
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :

INGRIDUPD Sun Flare(Lv2) (1 Sun Crest)⇩⇦ ✚ HP
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : Sun Flare(Lv2)
[02] Frame Start-up : 18
[03] Frame Active : 18-32
[04] Frame Recovery : 14
[05] Recovery Hit : D
[06] Recovery Block : 4
[07] Cancel : SA3
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Consumes 1 Sun Crest
INGRIDUPD Sun Flare(Lv3) (2 or more Sun Crests)⇩⇦ ✚ HP
motion
1,350 / 10,000
6,000 / 60,000
[01] Move Name : Sun Flare(Lv3)
[02] Frame Start-up : 18
[03] Frame Active : 18-32
[04] Frame Recovery : 14
[05] Recovery Hit : D
[06] Recovery Block : 5
[07] Cancel : SA3
[08] Damage : 1350
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -9000
[13] Super Art Gauge Increase : 1200
[14] Properties : -
[14] Properties : High - Projectile
[15] Miscellaneous :
Consumes 2 Sun Crests
INGRIDUPD OD Sun Flare(Lv1) (No Sun Crests)⇩⇦ ✚ P P
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : OD Sun Flare(Lv1)
[02] Frame Start-up : 18
[03] Frame Active : 18-32
[04] Frame Recovery : 14
[05] Recovery Hit : D
[06] Recovery Block : 4
[07] Cancel : SA2
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :

INGRIDUPD OD Sun Flare(Lv2) (1 Sun Crest)⇩⇦ ✚ P P
motion
1,350 / 10,000
6,000 / 60,000
[01] Move Name : OD Sun Flare(Lv2)
[02] Frame Start-up : 18
[03] Frame Active : 18-32
[04] Frame Recovery : 14
[05] Recovery Hit : D
[06] Recovery Block : 5
[07] Cancel : SA2
[08] Damage : 1350
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -9000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Consumes 1 Sun Crest
INGRIDUPD OD Sun Flare(Lv3) (2 or more Sun Crests)⇩⇦ ✚ P P
motion
1,800 / 10,000
8,000 / 60,000
[01] Move Name : OD Sun Flare(Lv3)
[02] Frame Start-up : 18
[03] Frame Active : 18-35
[04] Frame Recovery : 11
[05] Recovery Hit : D
[06] Recovery Block : 9
[07] Cancel : SA2
[08] Damage : 1800
[09] Combo Scaling : Starter scaling 30%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -8000
[12] Drive Gauge Decrease Punish Counter : -12000
[13] Super Art Gauge Increase : 1600
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Consumes 2 Sun Crests
INGRIDUPD L Solar Burst (During a neutral or forward jump)⇩⇦ ✚ LP
motion
0 / 10,000
0 / 60,000
[01] Move Name : L Solar Burst
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 48 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[14] Properties : -
[15] Miscellaneous :
Adds 1 Sun Crest on the 47th frameRecovers 3000 Drive if Ingrid has 4 Sun Crests stocked
INGRIDUPD Solar Burst(Lv1) (During a neutral or forward jump)⇩⇦ ✚ MPM/ (No Sun Crests)(During a neutral or forward jump)⇩⇦ ✚ HP
motion
900 / 10,000
2,500 / 60,000
[01] Move Name : Solar Burst(Lv1)(No Sun Crests)(During a neutral or forward jump) H
[02] Frame Start-up : 22
[03] Frame Active : 22-29
[04] Frame Recovery : 8 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[14] Properties : High - Mid-air Projectile
[15] Miscellaneous :

INGRIDUPD Solar Burst(Lv2) (1 Sun Crest)(During a neutral or forward jump)⇩⇦ ✚ HP
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : Solar Burst(Lv2)
[02] Frame Start-up : 22
[03] Frame Active : 22-29
[04] Frame Recovery : 8 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[14] Properties : High - Mid-air Projectile
[15] Miscellaneous :
Consumes 1 Sun Crest
INGRIDUPD Solar Burst(Lv3) (2 or more Sun Crests)(During a neutral or forward jump)⇩⇦ ✚ HP
motion
1,350 / 10,000
6,000 / 60,000
[01] Move Name : Solar Burst(Lv3)
[02] Frame Start-up : 22
[03] Frame Active : 22-29
[04] Frame Recovery : 5 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1350
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -7500
[13] Super Art Gauge Increase : 1200
[14] Properties : -
[14] Properties : High - Mid-air Projectile
[15] Miscellaneous :
Consumes 2 Sun Crests
INGRIDUPD OD Solar Burst(Lv1) (No Sun Crests)(During a neutral or forward jump)⇩⇦ ✚ P P
motion
1,100 / 10,000
4,000 / 60,000
[01] Move Name : OD Solar Burst(Lv1)
[02] Frame Start-up : 22
[03] Frame Active : 22-29
[04] Frame Recovery : 8 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[14] Properties : High - Mid-air Projectile
[15] Miscellaneous :

INGRIDUPD OD Solar Burst(Lv2) (1 Sun Crest)(During a neutral or forward jump)⇩⇦ ✚ P P
motion
1,350 / 10,000
6,000 / 60,000
[01] Move Name : OD Solar Burst(Lv2)
[02] Frame Start-up : 22
[03] Frame Active : 22-29
[04] Frame Recovery : 5 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1350
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -7500
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[14] Properties : High - Mid-air Projectile
[15] Miscellaneous :
Consumes 1 Sun Crest
INGRIDUPD OD Solar Burst(Lv3) (2 or more Sun Crests)(During a neutral or forward jump)⇩⇦ ✚ P P
motion
1,800 / 10,000
8,000 / 60,000
[01] Move Name : OD Solar Burst(Lv3)
[02] Frame Start-up : 22
[03] Frame Active : 22-29
[04] Frame Recovery : 5 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1800
[09] Combo Scaling : Starter scaling 30%Combo scaling 15%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -8000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1600
[14] Properties : High
[14] Properties : High - Mid-air Projectile
[15] Miscellaneous :
Consumes 2 Sun Crests
INGRIDUPD L Sun Rise ⇨ ✚ LK
motion
1,000 / 10,000
4,000 / 60,000
[01] Move Name : L Sun Rise
[02] Frame Start-up : 8
[03] Frame Active : 8-17
[04] Frame Recovery : 34
[05] Recovery Hit : D
[06] Recovery Block : -24
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 14Considered airborne from frames 8 - 38
Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 14Invincible to throws from frames 8 - 10Considered airborne from frames 8 - 38
INGRIDUPD H Sun Rise ⇨ ✚ HK
motion
1,300 / 10,000
3,000 / 60,000
[01] Move Name : H Sun Rise
[02] Frame Start-up : 27
[03] Frame Active : 27-29, 34-35, 50-53
[04] Frame Recovery : 41
[05] Recovery Hit : D
[06] Recovery Block : -25
[07] Cancel : -
[08] Damage : 1300
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 2250
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Considered airborne from frames 50 - 77Can perform moves from frame 76
Considered airborne from frames 50 - 78Can perform moves from frame 76
INGRIDUPD SA2 Order of the Sun(Lv1) ⇦⇩⇦ ✚ P
motion
1,600 / 10,000
6,000 / 60,000
[01] Move Name : SA2 Order of the Sun(Lv1)
[02] Frame Start-up : *
[03] Frame Active : -
[04] Frame Recovery : 13 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1600
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -7200
[13] Super Art Gauge Increase : 0
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Start up changes depending on button strength pressedLight: 103 frames Medium: 68 frames Heavy: 98 framesMinimum guaranteed damage is set to 40%Values do not change on counter or Punish CounterHolding the button for 26 frames or more transitions to level 2Holding the button for 76 frames or more transitions to level 3
Start up changes depending on button strength pressedLight: 103 frames Medium: 68 frames Heavy: 98 framesMinimum guaranteed damage is set to 40%Values do not change on counter or Punish CounterHolding the button for 26 frames or more transitions to level 2Holding the button for 73 frames or more transitions to level 3
INGRIDUPD SA2 Order of the Sun(Lv2) ⇦⇩⇦ ✚ Hold P
motion
2,400 / 10,000
8,000 / 60,000
[01] Move Name : SA2 Order of the Sun(Lv2)
[02] Frame Start-up : *
[03] Frame Active : -
[04] Frame Recovery : 13 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 2400
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -8000
[12] Drive Gauge Decrease Punish Counter : -9600
[13] Super Art Gauge Increase : 0
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Start up changes depending on button strength pressedLight: 103 frames Medium: 68 frames Heavy: 98 framesMinimum guaranteed damage is set to 40%Values do not change on counter or Punish CounterConsumes 1 Sun Crest
INGRIDUPD SA2 Order of the Sun(Lv3) ⇦⇩⇦ ✚ Hold P
motion
3,400 / 10,000
1,0000 / 60,000
[01] Move Name : SA2 Order of the Sun(Lv3)
[02] Frame Start-up : *
[03] Frame Active : -
[04] Frame Recovery : 13 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 3400
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -10000
[12] Drive Gauge Decrease Punish Counter : -12000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[14] Properties : High - Projectile
[15] Miscellaneous :
Start up changes depending on button strength pressedLight: 103 frames Medium: 68 frames Heavy: 98 framesMinimum guaranteed damage is set to 40%Values do not change on counter or Punish CounterConsumes 2 Sun Crests
YASMINENEW Standing Light Punch: Magaang na Paglaslas LP
motion
300 / 10,000
500 / 60,000
[01] Move Name : Standing Light Punch: Magaang na Paglaslas
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 7
[05] Recovery Hit : 4
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Can be rapid canceled1 frames of recovery added when the attack misses
YASMINENEW Standing Light Kick: Mababang Sipa LK
motion
300 / 10,000
500 / 60,000
[01] Move Name : Standing Light Kick: Mababang Sipa
[02] Frame Start-up : 5
[03] Frame Active : 5-6
[04] Frame Recovery : 12
[05] Recovery Hit : 2
[06] Recovery Block : -4
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

YASMINENEW Standing Medium Punch: Pabalik-balik na Paglaslas MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Standing Medium Punch: Pabalik-balik na Paglaslas
[02] Frame Start-up : 6
[03] Frame Active : 6-7, 16-17
[04] Frame Recovery : 18
[05] Recovery Hit : 2
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1600
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

YASMINENEW Standing Medium Kick: Tagilirang Sipa MK
motion
700 / 10,000
4,000 / 60,000
[01] Move Name : Standing Medium Kick: Tagilirang Sipa
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 19
[05] Recovery Hit : 3
[06] Recovery Block : -4
[07] Cancel : -
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[15] Miscellaneous :

YASMINENEW Standing Heavy Punch: Tripleng Paglaslas HP
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Standing Heavy Punch: Tripleng Paglaslas
[02] Frame Start-up : 9
[03] Frame Active : 9-10, 15-16, 27-28
[04] Frame Recovery : 15
[05] Recovery Hit : 2
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :

YASMINENEW Standing Heavy Kick: Tumatalon na Sipa HK
motion
800 / 10,000
6,000 / 60,000
[01] Move Name : Standing Heavy Kick: Tumatalon na Sipa
[02] Frame Start-up : 14
[03] Frame Active : 14-16
[04] Frame Recovery : 20
[05] Recovery Hit : 1
[06] Recovery Block : -4
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces a spinning knockdown on Punish Counter
YASMINENEW Crouching Light Punch: Mabilisang Paglaslas ⇩ ✚ LP
motion
300 / 10,000
500 / 60,000
[01] Move Name : Crouching Light Punch: Mabilisang Paglaslas
[02] Frame Start-up : 4
[03] Frame Active : 4-6
[04] Frame Recovery : 8
[05] Recovery Hit : 4
[06] Recovery Block : -1
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Can be rapid canceled
YASMINENEW Crouching Light Kick: Magaang na Sipa ⇩ ✚ LK
motion
200 / 10,000
500 / 60,000
[01] Move Name : Crouching Light Kick: Magaang na Sipa
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 10
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : -
[08] Damage : 200
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Low
[15] Miscellaneous :
Can be rapid canceled
YASMINENEW Crouching Medium Punch: Kalmot ⇩ ✚ MP
motion
600 / 10,000
3,000 / 60,000
[01] Move Name : Crouching Medium Punch: Kalmot
[02] Frame Start-up : 6
[03] Frame Active : 6-8
[04] Frame Recovery : 16
[05] Recovery Hit : 4
[06] Recovery Block : 0
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
2 frame of recovery added when the attack misses2 frames of recovery subtracted when attack is blocked
YASMINENEW Crouching Medium Kick: Pandurog ng Lulod ⇩ ✚ MK
motion
500 / 10,000
2,000 / 60,000
[01] Move Name : Crouching Medium Kick: Pandurog ng Lulod
[02] Frame Start-up : 8
[03] Frame Active : 8-10
[04] Frame Recovery : 19
[05] Recovery Hit : -1
[06] Recovery Block : -6
[07] Cancel : C
[08] Damage : 500
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : Low
[15] Miscellaneous :

YASMINENEW Crouching Heavy Punch: Mamimituin ⇩ ✚ HP
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Crouching Heavy Punch: Mamimituin
[02] Frame Start-up : 8
[03] Frame Active : 8-13
[04] Frame Recovery : 23
[05] Recovery Hit : 2
[06] Recovery Block : -11
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces the opponent into a standing position
YASMINENEW Crouching Heavy Kick: Gunting na Pabagsak ⇩ ✚ HK
motion
900 / 10,000
4,000 / 60,000
[01] Move Name : Crouching Heavy Kick: Gunting na Pabagsak
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 25
[05] Recovery Hit : D
[06] Recovery Block : -10
[07] Cancel : -
[08] Damage : 900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : Low
[15] Miscellaneous :
Knockdown time extended when the attack lands as a Punish Counter, and changes to Hard Knockdown
YASMINENEW Jumping Light Punch: Magaang na Panghimpapawid na Paglaslas (During a jump) LP
motion
300 / 10,000
1,500 / 60,000
[01] Move Name : Jumping Light Punch: Magaang na Panghimpapawid na Paglaslas
[02] Frame Start-up : 4
[03] Frame Active : 4-8
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 500
[11] Drive Gauge Decrease Block : -1500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Mid
[15] Miscellaneous :

YASMINENEW Jumping Light Kick: Panghimpapawid na Sipa Gamit ang Tuhod (During a jump) LK
motion
300 / 10,000
1,500 / 60,000
[01] Move Name : Jumping Light Kick: Panghimpapawid na Sipa Gamit ang Tuhod
[02] Frame Start-up : 4
[03] Frame Active : 4-9
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 500
[11] Drive Gauge Decrease Block : -1500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Mid
[15] Miscellaneous :
Has cross-up attack properties
YASMINENEW Jumping Medium Punch: Pabilog na Paglaslas (During a jump) MP
motion
700 / 10,000
2,500 / 60,000
[01] Move Name : Jumping Medium Punch: Pabilog na Paglaslas
[02] Frame Start-up : 7
[03] Frame Active : 7-10
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : Mid
[15] Miscellaneous :
Forces a juggle state when hitting a mid-air opponent
YASMINENEW Jumping Medium Kick: Panghimpapawid na Sipa sa Harap (During a jump) MK
motion
500 / 10,000
2,500 / 60,000
[01] Move Name : Jumping Medium Kick: Panghimpapawid na Sipa sa Harap
[02] Frame Start-up : 7
[03] Frame Active : 7-12
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : Mid
[15] Miscellaneous :
Has cross-up attack properties
YASMINENEW Jumping Heavy Punch: Namamalong Mga Pakpak (During a jump) HP
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : Jumping Heavy Punch: Namamalong Mga Pakpak
[02] Frame Start-up : 9
[03] Frame Active : 9-14
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : Mid
[15] Miscellaneous :
Forces a slam knockdown on counter or Punish Counter when hitting a mid-air opponent
YASMINENEW Jumping Heavy Kick: Panghimpapawid na Malakas na Sipa (During a jump) HK
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : Jumping Heavy Kick: Panghimpapawid na Malakas na Sipa
[02] Frame Start-up : 10
[03] Frame Active : 10-16
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : Mid
[15] Miscellaneous :

YASMINENEW Hiwang Pababa ⇨ ✚ MP
motion
600 / 10,000
2,500 / 60,000
[01] Move Name : Hiwang Pababa
[02] Frame Start-up : 22
[03] Frame Active : 22-24
[04] Frame Recovery : 18
[05] Recovery Hit : 3
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 500
[14] Properties : Mid
[15] Miscellaneous :

YASMINENEW Walis na Pabagsak ⇦ ✚ HK
motion
800 / 10,000
6,000 / 60,000
[01] Move Name : Walis na Pabagsak
[02] Frame Start-up : 22
[03] Frame Active : 22-23
[04] Frame Recovery : 25
[05] Recovery Hit : D
[06] Recovery Block : -6
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -6000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : Low
[15] Miscellaneous :
3 frames of recovery added when the attack missesJuggle state time is extended when attack lands as a Punish Counter.
YASMINENEW Kidlat na Hiwa LP▸LP
motion
400 / 10,000
1,000 / 60,000
[01] Move Name : Kidlat na Hiwa
[02] Frame Start-up : 8
[03] Frame Active : 8-9
[04] Frame Recovery : 16
[05] Recovery Hit : 1
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 500
[11] Drive Gauge Decrease Block : -1000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 700
[14] Properties : High
[15] Miscellaneous :
2 frame of recovery added when blocked
YASMINENEW Tatlong Hiwa MP▸MP
motion
400 / 10,000
1,000 / 60,000
[01] Move Name : Tatlong Hiwa
[02] Frame Start-up : 12
[03] Frame Active : 12-13
[04] Frame Recovery : 27
[05] Recovery Hit : D
[06] Recovery Block : -13
[07] Cancel : C
[08] Damage : 400
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 400
[11] Drive Gauge Decrease Block : -1000
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

YASMINENEW Sunod-sunod na Sipa(1) MK▸MK
motion
400 / 10,000
2,500 / 60,000
[01] Move Name : Sunod-sunod na Sipa(1)
[02] Frame Start-up : 13
[03] Frame Active : 13-14
[04] Frame Recovery : 33
[05] Recovery Hit : -13
[06] Recovery Block : -13
[07] Cancel : -
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 400
[14] Properties : High
[15] Miscellaneous :

YASMINENEW Sunod-sunod na Sipa(2) MK▸MK▸HK
motion
500 / 10,000
3,000 / 60,000
[01] Move Name : Sunod-sunod na Sipa(2)
[02] Frame Start-up : 16
[03] Frame Active : 16-18
[04] Frame Recovery : 28
[05] Recovery Hit : D
[06] Recovery Block : -9
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :
Recovery is reduced by 5 frame on hitCan be canceled into Linya ng Liwanag on hit
YASMINENEW Kumbinasyong Pampabagsak ⇩ ✚ MK▸HK
motion
500 / 10,000
5,000 / 60,000
[01] Move Name : Kumbinasyong Pampabagsak
[02] Frame Start-up : 8
[03] Frame Active : 8-9
[04] Frame Recovery : 25
[05] Recovery Hit : D
[06] Recovery Block : -10
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 400
[14] Properties : High
[15] Miscellaneous :
Can be canceled into Linya ng Liwanag on hit
YASMINENEW L Daloy ng Tubig ⇨ ✚ LP
motion
400 / 10,000
3,000 / 60,000
[01] Move Name : L Daloy ng Tubig
[02] Frame Start-up : 12
[03] Frame Active : 12-14
[04] Frame Recovery : 22
[05] Recovery Hit : 1
[06] Recovery Block : -6
[07] Cancel : SA3
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :

YASMINENEW L Alon(1) ⇨ ✚ LP▸⇨ ✚ P
motion
300 / 10,000
2,500 / 60,000
[01] Move Name : L Alon(1)
[02] Frame Start-up : 13
[03] Frame Active : 13-14, 21-22, 32-33
[04] Frame Recovery : 24
[05] Recovery Hit : ー
[06] Recovery Block : -12
[07] Cancel : SA3
[08] Damage : 300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1800
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Normal version goes into the 2nd attack of Alon on hitGoes into the 2nd attack of Alon on either hit or block, and Bayani Mode ends.
YASMINENEW L Alon(2) -
motion
400 / 10,000
ー / 60,000
[01] Move Name : L Alon(2)
[02] Frame Start-up : 16
[03] Frame Active : 16-18
[04] Frame Recovery : 20
[05] Recovery Hit : 1
[06] Recovery Block : ー
[07] Cancel : SA3
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1200
[11] Drive Gauge Decrease Block : ー
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Shifts into Bayani Mode
YASMINENEW [Boosted]L Alon(2) -
motion
600 / 10,000
500 / 60,000
[01] Move Name : [Boosted]L Alon(2)
[02] Frame Start-up : 16
[03] Frame Active : 16-18
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -1
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1700
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Reduces Drive by 1000 on hit while Nakatagong Lakas is active.
YASMINENEW M Daloy ng Tubig ⇨ ✚ MP
motion
400 / 10,000
3,000 / 60,000
[01] Move Name : M Daloy ng Tubig
[02] Frame Start-up : 16
[03] Frame Active : 16-18
[04] Frame Recovery : 22
[05] Recovery Hit : 1
[06] Recovery Block : -6
[07] Cancel : SA3
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 250
[14] Properties : High
[15] Miscellaneous :

YASMINENEW M Alon(1) ⇨ ✚ MP▸⇨ ✚ P
motion
300 / 10,000
2,500 / 60,000
[01] Move Name : M Alon(1)
[02] Frame Start-up : 13
[03] Frame Active : 13-14, 21-22, 32-33
[04] Frame Recovery : 24
[05] Recovery Hit : ー
[06] Recovery Block : -12
[07] Cancel : SA3
[08] Damage : 300
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 1800
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Normal version goes into the 2nd attack of Alon on hitGoes into the 2nd attack of Alon on either hit or block, and Bayani Mode ends.
YASMINENEW M Alon(2) -
motion
300 / 10,000
ー / 60,000
[01] Move Name : M Alon(2)
[02] Frame Start-up : 22
[03] Frame Active : 22-24
[04] Frame Recovery : 22
[05] Recovery Hit : D
[06] Recovery Block : ー
[07] Cancel : SA3
[08] Damage : 300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1200
[11] Drive Gauge Decrease Block : ー
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 250
[14] Properties : High
[15] Miscellaneous :
Shifts into Bayani Mode
YASMINENEW [Boosted]M Alon(2) -
motion
400 / 10,000
500 / 60,000
[01] Move Name : [Boosted]M Alon(2)
[02] Frame Start-up : 22
[03] Frame Active : 22-24
[04] Frame Recovery : 22
[05] Recovery Hit : D
[06] Recovery Block : -2
[07] Cancel : SA3
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1700
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 250
[14] Properties : High
[15] Miscellaneous :
Reduces Drive by 1000 on hit while Nakatagong Lakas is active.
YASMINENEW H Daloy ng Tubig ⇨ ✚ HP
motion
400 / 10,000
3,000 / 60,000
[01] Move Name : H Daloy ng Tubig
[02] Frame Start-up : 21
[03] Frame Active : 21-23
[04] Frame Recovery : 22
[05] Recovery Hit : 3
[06] Recovery Block : -6
[07] Cancel : SA3
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 250
[14] Properties : High
[15] Miscellaneous :

YASMINENEW H Alon(1) ⇨ ✚ HP▸⇨ ✚ P
motion
150 / 10,000
2,500 / 60,000
[01] Move Name : H Alon(1)
[02] Frame Start-up : 13
[03] Frame Active : 13-14, 21-22, 32-33
[04] Frame Recovery : 24
[05] Recovery Hit : ー
[06] Recovery Block : -12
[07] Cancel : SA3
[08] Damage : 150
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1800
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :
Normal version goes into the 2nd attack of Alon on hitGoes into the 2nd attack of Alon on either hit or block, and Bayani Mode ends.
YASMINENEW H Alon(2) -
motion
450 / 10,000
ー / 60,000
[01] Move Name : H Alon(2)
[02] Frame Start-up : 22
[03] Frame Active : 22-24
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : ー
[07] Cancel : SA3
[08] Damage : 450
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1200
[11] Drive Gauge Decrease Block : ー
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 250
[14] Properties : High
[15] Miscellaneous :
Shifts into Bayani Mode
YASMINENEW [Boosted]H Alon(2) -
motion
550 / 10,000
500 / 60,000
[01] Move Name : [Boosted]H Alon(2)
[02] Frame Start-up : 22
[03] Frame Active : 22-24
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 550
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1700
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 250
[14] Properties : High
[15] Miscellaneous :
3 frames of recovery subtracted when attack is blockedReduces Drive by 1000 on hit while Nakatagong Lakas is active.
YASMINENEW OD Daloy ng Tubig ⇨ ✚ P P
motion
400 / 10,000
3,000 / 60,000
[01] Move Name : OD Daloy ng Tubig
[02] Frame Start-up : 12
[03] Frame Active : 12-14
[04] Frame Recovery : 22
[05] Recovery Hit : -2
[06] Recovery Block : -3
[07] Cancel : SA2
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 400
[14] Properties : High
[15] Miscellaneous :

YASMINENEW OD Alon(1) ⇨ ✚ P P▸⇨ ✚ P
motion
300 / 10,000
5,000 / 60,000
[01] Move Name : OD Alon(1)
[02] Frame Start-up : 13
[03] Frame Active : 13-14, 21-22, 32-33
[04] Frame Recovery : 24
[05] Recovery Hit : ー
[06] Recovery Block : -12
[07] Cancel : SA2
[08] Damage : 300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 200
[14] Properties : High
[15] Miscellaneous :
Normal version goes into the 2nd attack of Alon on hitGoes into the 2nd attack of Alon on either hit or block, and Bayani Mode ends.
YASMINENEW OD Alon(2) -
motion
1,100 / 10,000
ー / 60,000
[01] Move Name : OD Alon(2)
[02] Frame Start-up : 56
[03] Frame Active : 56
[04] Frame Recovery : 58
[05] Recovery Hit : D
[06] Recovery Block : ー
[07] Cancel : SA2
[08] Damage : 1100
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : ー
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :
Shifts into Bayani Mode
YASMINENEW [Boosted]OD Alon(2) -
motion
1,500 / 10,000
500 / 60,000
[01] Move Name : [Boosted]OD Alon(2)
[02] Frame Start-up : 56
[03] Frame Active : 56
[04] Frame Recovery : 58
[05] Recovery Hit : D
[06] Recovery Block : -1
[07] Cancel : SA2
[08] Damage : 1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 800
[14] Properties : High
[15] Miscellaneous :

YASMINENEW [During Nakatagong Lakas][Boosted]OD Alon(2) -
motion
1,900 / 10,000
500 / 60,000
[01] Move Name : [During Nakatagong Lakas][Boosted]OD Alon(2)
[02] Frame Start-up : 47
[03] Frame Active : 47-106, 110
[04] Frame Recovery : 59
[05] Recovery Hit : D
[06] Recovery Block : -1
[07] Cancel : -
[08] Damage : 1900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Produces a Hard KnockdownReduces Drive by 5000 on hit.
YASMINENEW L Talim ng Hangin ⇦ ✚ LP
motion
0 / 10,000
0 / 60,000
[01] Move Name : L Talim ng Hangin
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 35 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :

YASMINENEW M Talim ng Hangin ⇦ ✚ MP
motion
1,100 / 10,000
3,000 / 60,000
[01] Move Name : M Talim ng Hangin
[02] Frame Start-up : 21
[03] Frame Active : 21-22
[04] Frame Recovery : 24
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : SA3
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 40%
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[15] Miscellaneous :
3 frames of recovery subtracted when attack is blocked1 frame of recovery added on super armor hitFollow-up attacks after the 2nd attack are only performed on hit
YASMINENEW H Talim ng Hangin ⇦ ✚ HP
motion
1,200 / 10,000
3,000 / 60,000
[01] Move Name : H Talim ng Hangin
[02] Frame Start-up : 30
[03] Frame Active : 30-31
[04] Frame Recovery : 17
[05] Recovery Hit : D
[06] Recovery Block : 1
[07] Cancel : SA3
[08] Damage : 1200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1400
[14] Properties : High
[15] Miscellaneous :
Follow-up attacks after the 2nd attack are only performed on hit
YASMINENEW OD Talim ng Hangin ⇦ ✚ P P
motion
800 / 10,000
4,000 / 60,000
[01] Move Name : OD Talim ng Hangin
[02] Frame Start-up : 18
[03] Frame Active : 18-32
[04] Frame Recovery : 14
[05] Recovery Hit : D
[06] Recovery Block : -12
[07] Cancel : SA2
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Follow-up attacks after the 2nd attack are only performed on hit
YASMINENEW L Mukha ng Langit ⇨ ✚ LK
motion
0 / 10,000
0 / 60,000
[01] Move Name : L Mukha ng Langit
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 59 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can follow up with Ulan (Overdrive version included) or Kulog (Overdrive version included) between frames 23-44Considered airborne from frame 14
YASMINENEW M Mukha ng Langit ⇨ ✚ MK
motion
0 / 10,000
0 / 60,000
[01] Move Name : M Mukha ng Langit
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 59 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can follow up with Ulan (Overdrive version included) or Kulog (Overdrive version included) between frames 23-41Considered airborne from frame 14
YASMINENEW H Mukha ng Langit ⇨ ✚ HK
motion
0 / 10,000
0 / 60,000
[01] Move Name : H Mukha ng Langit
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 59 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can follow up with Ulan (Overdrive version included) or Kulog (Overdrive version included) Considered airborne from frame 14
YASMINENEW OD Mukha ng Langit ⇨ ✚ K K
motion
0 / 10,000
0 / 60,000
[01] Move Name : OD Mukha ng Langit
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 59 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Can follow up with Overdrive Ulan or Overdrive Kulog between frames 18-45Considered airborne from frame 14
YASMINENEW Ulan (During Mukha ng Langit)P
motion
800 / 10,000
3,000 / 60,000
[01] Move Name : Ulan
[02] Frame Start-up : 17
[03] Frame Active : 17-20
[04] Frame Recovery : 12 frame(s) after landing
[05] Recovery Hit : 3~6
[06] Recovery Block : -4~-2
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
Has cross-up attack propertiesRecovery changes depending on the height of the attack when it hits or is blocked
YASMINENEW OD Ulan (During Mukha ng Langit)P P/ (During OD Mukha ng Langit)P
motion
800 / 10,000
3,000 / 60,000
[01] Move Name : OD Ulan /(During OD Mukha ng Langit)
[02] Frame Start-up : 17
[03] Frame Active : 17-20
[04] Frame Recovery : 12 frame(s) after landing
[05] Recovery Hit : 5~10
[06] Recovery Block : -2~2
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
Has cross-up attack propertiesRecovery changes depending on the height of the attack when it hits or is blocked
YASMINENEW Kulog (During Mukha ng Langit)K
motion
700 / 10,000
3,000 / 60,000
[01] Move Name : Kulog
[02] Frame Start-up : 17
[03] Frame Active : 17-until landing
[04] Frame Recovery : 12 frame(s) after landing
[05] Recovery Hit : 4~10
[06] Recovery Block : -3~4
[07] Cancel : -
[08] Damage : 700
[09] Combo Scaling : Starter scaling 30%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
Recovery changes depending on the height of the attack when it hits or is blocked
YASMINENEW OD Kulog (During Mukha ng Langit)K K/ (During OD Mukha ng Langit)K
motion
700 / 10,000
3,000 / 60,000
[01] Move Name : OD Kulog /(During OD Mukha ng Langit)
[02] Frame Start-up : 17
[03] Frame Active : 17-until landing
[04] Frame Recovery : 12 frame(s) after landing
[05] Recovery Hit : 7~13
[06] Recovery Block : 1~7
[07] Cancel : -
[08] Damage : 700
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :
Recovery changes depending on the height of the attack when it hits or is blocked
YASMINENEW L Lipad ng Agila ⇨⇩ ✚ LK
motion
1,000 / 10,000
4,000 / 60,000
[01] Move Name : L Lipad ng Agila
[02] Frame Start-up : 5
[03] Frame Active : 5-8, 13-14
[04] Frame Recovery : 27+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -29
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Only transitions to the 3rd attack and after on hitInvincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 14Considered airborne from frames 7 - 41
YASMINENEW M Lipad ng Agila ⇨⇩ ✚ MK
motion
1,200 / 10,000
4,000 / 60,000
[01] Move Name : M Lipad ng Agila
[02] Frame Start-up : 6
[03] Frame Active : 6-9, 14-15
[04] Frame Recovery : 27+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -29
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1200
[14] Properties : High
[15] Miscellaneous :
Only transitions to the 3rd attack and after on hitInvincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 9Considered airborne from frames 8 - 42
YASMINENEW H Lipad ng Agila ⇨⇩ ✚ HK
motion
1,300 / 10,000
4,000 / 60,000
[01] Move Name : H Lipad ng Agila
[02] Frame Start-up : 7
[03] Frame Active : 7-10, 15-16
[04] Frame Recovery : 27+12 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -32
[07] Cancel : -
[08] Damage : 1300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Only transitions to the 3rd attack and after on hitInvincible against mid-air projectiles and strikes with mid-air hitboxes from frames 1 - 10Considered airborne from frames 9 - 43
YASMINENEW OD Lipad ng Agila ⇨⇩ ✚ K K
motion
1,600 / 10,000
4,000 / 60,000
[01] Move Name : OD Lipad ng Agila
[02] Frame Start-up : 6
[03] Frame Active : 6-9, 14-15
[04] Frame Recovery : 27+19 frame(s) after landing
[05] Recovery Hit : D
[06] Recovery Block : -40
[07] Cancel : -
[08] Damage : 1600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Only transitions to the 3rd attack and after on hitCompletely invincible between frames 1 - 9Considered airborne from frames 8 - 42
YASMINENEW L Pangil sa Likuran ⇩⇩ ✚ LP
motion
600 / 10,000
2,500 / 60,000
[01] Move Name : L Pangil sa Likuran
[02] Frame Start-up : 25
[03] Frame Active : -
[04] Frame Recovery : 50 total frames
[05] Recovery Hit : 1
[06] Recovery Block : -4
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :

YASMINENEW M Pangil sa Likuran ⇩⇩ ✚ MP
motion
600 / 10,000
2,500 / 60,000
[01] Move Name : M Pangil sa Likuran
[02] Frame Start-up : 25
[03] Frame Active : -
[04] Frame Recovery : 50 total frames
[05] Recovery Hit : 1
[06] Recovery Block : -4
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :

YASMINENEW H Pangil sa Likuran ⇩⇩ ✚ HP
motion
600 / 10,000
2,500 / 60,000
[01] Move Name : H Pangil sa Likuran
[02] Frame Start-up : 25
[03] Frame Active : -
[04] Frame Recovery : 50 total frames
[05] Recovery Hit : 1
[06] Recovery Block : -4
[07] Cancel : SA3
[08] Damage : 600
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High - Projectile
[15] Miscellaneous :

YASMINENEW OD L Pangil sa Likuran ⇩⇩ ✚ LPMP
motion
900 / 10,000
7,500 / 60,000
[01] Move Name : OD L Pangil sa Likuran
[02] Frame Start-up : 25
[03] Frame Active : -
[04] Frame Recovery : 50 total frames
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : SA2
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -7500
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 900
[14] Properties : High - Projectile
[15] Miscellaneous :

YASMINENEW OD M Pangil sa Likuran ⇩⇩ ✚ LPHP
motion
900 / 10,000
7,500 / 60,000
[01] Move Name : OD M Pangil sa Likuran
[02] Frame Start-up : 25
[03] Frame Active : -
[04] Frame Recovery : 50 total frames
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : SA2
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -7500
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 900
[14] Properties : High - Projectile
[15] Miscellaneous :

YASMINENEW OD H Pangil sa Likuran ⇩⇩ ✚ MPHP
motion
900 / 10,000
7,500 / 60,000
[01] Move Name : OD H Pangil sa Likuran
[02] Frame Start-up : 25
[03] Frame Active : -
[04] Frame Recovery : 50 total frames
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : SA2
[08] Damage : 900
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -7500
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 900
[14] Properties : High - Projectile
[15] Miscellaneous :

YASMINENEW Linya ng Liwanag (During Nakatagong Lakas)⇦ ✚ K K
motion
1,100 / 10,000
3,000 / 60,000
[01] Move Name : Linya ng Liwanag
[02] Frame Start-up : 22
[03] Frame Active : 22-23
[04] Frame Recovery : 20
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 1100
[09] Combo Scaling : Starter scaling 20%Combo scaling 20%
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Transitions to the 2nd attack if the first attack hits, whiffs at close range, or the fighters switch positions
YASMINENEW SA1 Hiwa ng Kalangitan ⇨⇩⇨ ✚ K
motion
2,000 / 10,000
2,500 / 60,000
[01] Move Name : SA1 Hiwa ng Kalangitan
[02] Frame Start-up : 7
[03] Frame Active : 7-12
[04] Frame Recovery : 50
[05] Recovery Hit : D
[06] Recovery Block : -34
[07] Cancel : -
[08] Damage : 2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -2500
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Invincible to strikes and throws between frames 1 - 8Values do not change when the attack lands as a counter or Punish CounterThe minimum guaranteed damage is 30%Shifts to Bayani Mode on hit
YASMINENEW SA2 Nakatagong Lakas ⇦⇩⇦ ✚ P
motion
0 / 10,000
0 / 60,000
[01] Move Name : SA2 Nakatagong Lakas
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 10 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Super Art 2 timer is set to 1500Yasmine is always in Bayani Mode while this technique is activeYasmine can perform Linya ng Liwanag while this technique is active
YASMINENEW SA3 Pamumukadkad ng Sampaguita ⇨⇩⇨ ✚ P
motion
4,000 / 10,000
7,500 / 60,000
[01] Move Name : SA3 Pamumukadkad ng Sampaguita
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 70
[05] Recovery Hit : D
[06] Recovery Block : -48
[07] Cancel : -
[08] Damage : 4000
[09] Combo Scaling : *Immediate scaling 10%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -7500
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Completely invincible between frames 1 - 12The minimum guaranteed damage is 50%Values do not change when the attack lands as a counter or Punish Counter* Can only be canceled into from special moves
YASMINENEW CA Pamumukadkad ng Sampaguita (when under 25% vitality)⇩⇨⇩⇨ ✚ P
motion
4,500 / 10,000
1,0000 / 60,000
[01] Move Name : CA Pamumukadkad ng Sampaguita
[02] Frame Start-up : 10
[03] Frame Active : 10-12
[04] Frame Recovery : 70
[05] Recovery Hit : D
[06] Recovery Block : -45
[07] Cancel : -
[08] Damage : 4500
[09] Combo Scaling : *Immediate scaling 10%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -10000
[12] Drive Gauge Decrease Punish Counter : -20000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Completely invincible between frames 1 - 12The minimum guaranteed damage is 50%Values do not change when the attack lands as a counter or Punish Counter* Can only be canceled into from special moves
YASMINENEW Pigil-Ulo (When near opponent)N or ⇨ ✚ LPLK
motion
1,200 / 10,000
0 / 60,000
[01] Move Name : Pigil-Ulo
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 23
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 2000
[14] Properties : Throw
[15] Miscellaneous :
Properties change to the following when the attack lands as a Punish Counter:- Deals 2040 damage- Super Art gauge increases by 4000- Forces a hard knockdown
YASMINENEW Hila-Kamay (When near opponent)⇦ ✚ LPLK
motion
1,200 / 10,000
0 / 60,000
[01] Move Name : Hila-Kamay
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 23
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1200
[09] Combo Scaling : Immediate scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 2000
[14] Properties : Throw
[15] Miscellaneous :
Properties change to the following when the attack lands as a Punish Counter:- Deals 2040 damage- Super Art gauge increases by 4000- Forces a hard knockdown
YASMINENEW Forward Dash ⇨⇨
motion
0 / 10,000
0 / 60,000
[01] Move Name : Forward Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 19 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :

YASMINENEW Backward Dash ⇦⇦
motion
0 / 10,000
0 / 60,000
[01] Move Name : Backward Dash
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 23 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Invincible to throws between frames 1 - 15
YASMINENEW Drive Impact: Dagok sa Katawan HPHK
motion
800 / 10,000
5,000 / 60,000
[01] Move Name : Drive Impact: Dagok sa Katawan
[02] Frame Start-up : 26
[03] Frame Active : 26-27
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Super Armor for 2 attacks between frames 1 - 27Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wallOn Punish Counter or after a successful hit after Super Armor absorbs a hit, the following properties change:- Produces a crumple stun if the opponent is standing on the ground- Juggle state time is increased if the opponent is in the air- Super Art gauge increases by 3000
YASMINENEW Drive Reversal (while blocking): Dobleng Palo Gamit ang Palad (When blocking or during a successful Drive Parry)⇨ ✚ HPHK
motion
500 / 10,000
0 / 60,000
[01] Move Name : Drive Reversal (while blocking): Dobleng Palo Gamit ang Palad
[02] Frame Start-up : 20
[03] Frame Active : 20-22
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -6
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Recoverable damageCompletely invincible between frames 1 - 225 frames of recovery added on hit
YASMINENEW Drive Reversal (while recovering): Dobleng Palo Gamit ang Palad (During knockdown recovery)⇨ ✚ HPHK
motion
500 / 10,000
0 / 60,000
[01] Move Name : Drive Reversal (while recovering): Dobleng Palo Gamit ang Palad
[02] Frame Start-up : 18
[03] Frame Active : 18-20
[04] Frame Recovery : 26
[05] Recovery Hit : D
[06] Recovery Block : -6
[07] Cancel : -
[08] Damage : 500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Recoverable damageCompletely invincible between frames 1 - 205 frames of recovery added on hit
YASMINENEW Drive Parry MPMK
motion
0 / 10,000
0 / 60,000
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution
YASMINENEW Perfect Parry (strike) Block Direction ✚ MPMK
motion
0 / 10,000
  / 60,000
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 1
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame. (For high and overhead attacks, the player must press the direction away from the opponent. For low attacks, down and back)If no direction is inputted the result will be a regular parry with an additional Drive increase of 3000.Fully invincible for 5 frames once recovery is over (invincibility not granted if you continue the parry)The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished
YASMINENEW Perfect Parry (projectile) MPMK
motion
0 / 10,000
  / 60,000
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 10
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occursThe player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished
YASMINENEW Parry Drive Rush (During a Drive Parry)⇨⇨
motion
0 / 10,000
0 / 60,000
[01] Move Name : Parry Drive Rush
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 45 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *
[08] Damage : 0
[09] Combo Scaling : Multiplier scaling 15%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Screen freeze occurs until the 10th frame* Can be canceled into an attack on the 9th frame of the move Can be canceled into actions other than a parry from the 24th frame
YASMINENEW Cancel Drive Rush (While connecting with a special-cancelable move)⇨⇨
motion
0 / 10,000
0 / 60,000
[01] Move Name : Cancel Drive Rush
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 46 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *
[08] Damage : 0
[09] Combo Scaling : Multiplier scaling 15%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
Screen freeze occurs until the 9th frame* Can be canceled into an attack from the 10th frame of the move Can be canceled into actions other than a parry from the 25th frame