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Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far\Close LP | H | 30 | 3 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | - |
Far\Close MP | H | 60 | 5 | 3 | 11 | +7 | +3 | SM,EX,SA,CA | - |
Far\Close HP | H | 90 | 11 | 5 | 21 | 0 | -6 | - | Forces standing |
Far\Close LK | H | 30 | 6 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | - |
Far\Close MK | H | 60 | 6 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | - |
Far\Close HK | H | 90 | 12 | 5 | 20 | +1 | -5 | - | - |
Crouch LP | H | 30 | 4 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | - |
Crouch MP | H | 60 | 6 | 4 | 13 | +4 | 0 | SM,EX,SA,CA | - |
Crouch HP | H | 80 | 5 | 6 | 17 | +3 | -3 | SM,EX,SA,CA | Forces standing |
Crouch LK | L | 30 | 4 | 5 | 11 | +1 | -3 | SM,EX,SA,CA | - |
Crouch MK | L | 60 | 6 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 7 | 5 | 23 | sweep knockdown | -7 | - | - |
Jump LP | M | 40 | 4 | 7 | until ground+4f | +12 | +4 | - | - |
Jump MP | M | 70 | 6 | 4 | until ground+4f | +16 | +5 | - | - |
Jump HP | M | 100 | 8 | 4 | until ground+4f | +20 | +8 | - | - |
Jump LK | M | 40 | 5 | 6 | until ground+4f | +12 | +4 | - | - |
Jump MK | M | 70 | 8 | 8 | until ground+4f | +16 | +5 | - | - |
Jump HK | M | 100 | 7 | 6 | until ground+4f | +20 | +8 | - | - |
Launcher | H | 100 | 13 | 2 | 54 | switch | -34 | - | Crushes crouching attacks, launches opponent while switching characters |
Cross Cancel | H | 120 | 15 | 6 | 18 | hard knockdown | -6 | - | Similar to HK Geyser Cannon, full body invulnerability frames 1-16 |
Arm Grab Flip | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Over the Back Toss | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Ivory Cutter | M | 50,50 | 15 | 2(10)2 | 15 | +2 | -2 | - | 1st hit knock down on Counter Hit, 2nd hit ground bounces on Counter Hit and on airborne foe |
- | H | 30 | 3 | 3 | 8 | +5 | +1 | SM,EX,SA,CA | - |
Left Right Combo | H | 60 | 8 | 8 | 14 | +4 | 0 | SM,EX,SA,CA | Causes Slip (+24) on crouching Counter Hit |
Left Right Combo to Spider Knee | H | 70 | 10 | 10 | 16 | knockdown | -5 | SM,EX,SA,CA | - |
Bermuda Triangle | H | 80 | 12 | 12 | 25 | +5 | -13 | - | Knockdown on airborne foes |
- | H | 50 | 7 | 7 | 14 | -3 | -3 | BC,LA | - |
Biting Snake | L | 70 | 9 | 9 | 22 | sweep knockdown | -9 | BC,LA | Knockdown on airborne foes |
- | H | 60 | 6 | 4 | 10 | +2 | -2 | SM,EX,SA,CA | - |
High to Spin Low Kick | L | 40 | 10 | 5 | 10 | +4 | -4 | BC,LA | Knockdown on airborne foes |
Blonde to Uppercut | H | 50 | 10 | 6 | 15 | floats | -3 | SM,EX,SA,CA | - |
Blonde to High Kick | H | 60 | 10 | 4 | 20 | +1 | -7 | BC,LA,Rolling Dash | Knockdown on airborne foes |
- | H | 50 | 6 | 3 | 14 | 0 | -3 | - | Forces standing on hit, knockdown on airborne foes |
- | H | 50 | 9 | 4 | 10 | +4 | -1 | - | Knockdown on airborne foes |
- | H | 50 | 8 | 4 | 10 | +4 | -1 | BC,LA | Knockdown on airborne foes |
Flash Kicks | H | 70 | 8 | 5 | 14 | +12 | -1 | SM,EX,SA,CA | Knockdown on airborne foes |
- | H | 50 | 6 | 3 | 14 | 0 | -3 | - | Forces standing on hit, knockdown on airborne foes |
- | H | 50 | 8 | 3 | 14 | 0 | -2 | SM,EX,SA,CA | Knockdown on airborne foe |
- | L | 30 | 10 | 5 | 10 | +2 | -4 | - | Doesn’t combo with rest of string, knockdown on airborne foes |
Creeping Snake to Left low Uppercut | H | 50 | 10 | 6 | 15 | floats | -3 | SM,EX,SA,CA | Doesn’t combo with rest of string |
Creeping Snake to Left Low High Kick | H | 50 | 8 | 4 | 18 | +3 | -5 | BC,LA,Rolling Dash | Knockdown on airborne foes |
Skull Splitter LP | L | 80 | 15 | 4 | 18 | +1 | -7 | - | Airborne frames 2-13, hard knockdown on Counter Hit, ground bounce on crouching Counter Hit |
Skull Splitter MP | L | 80 | 15 | 4 | 16 | hard knockdown | -5 | - | Airborne frames 2-3, ground bounce on crouching Counter Hit |
Skull Splitter HP | L | 80 | 17 | 4 | 16 | hard knockdown | -5 | - | Airborne frames 5-15, ground bounce on crouching Counter Hit |
Skull Splitter EX | L | 120 | 15 | 4 | 18 | ground bounce | -7 | - | Full body invulnerability frame 1, airborne frames 2-13, attacking arm crushes crouching attacks on frame 15 |
Geyser Cannon LK | H | 60 | 8 | 6 | 18 | floats | -10 | - | Invincible against air attacks from 6F+ |
Geyser Cannon MK | H | 80 | 18 | 6 | 18 | floats | -6 | - | - |
Geyser Cannon HK | H | 100 | 20 | 6 | 18 | floats | -6 | - | - |
Geyser Cannon EX | H | 80 | 15 | 6 | 18 | floats | -10 | - | Full body invulnerability frames 1-14 |
Blonde Bomb LP | H | 70 | 15 | 4 | 24 | 0 | -6 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art |
Blonde Bomb MP | H | 80 | 16 | 4 | 24 | +2 | -6 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art |
Blonde Bomb HP | H | 100 | 17 | 4 | 24 | hard knockdown | -6 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art |
Blonde Bomb EX | H | 130 | 28 | 6 | 24 | crumples | +1 | - | Can be Super charged: 51 frames to perform Super Art, full body invulnerability frames 2-5, projectile invulnerability frames 6-27 |
Rolling Dash LK | - | - | - | - | 26 | - | - | backhand slap | Upper body projectile invulnerability frames 1-25, input PP for follow-up attack frames 1-14 |
Rolling Dash MK | - | - | - | - | 26 | - | - | backhand slap | Upper body projectile invulnerability frames 1-25, input PP for follow-up attack frames 1-14 |
Rolling Dash HK | - | - | - | - | 26 | - | - | backhand slap | Upper body projectile invulnerability frames 1-25, input PP for follow-up attack frames 1-14 |
Backhand Slap | L | 40 | 22 | 3 | 30 | +6 | -11 | arm break | Unblockable if foe blocks standing, 106 frame throw animation if attack connects, foe is invincible for 7 frames if attack isn’t cancelled to Arm Break, miss animation occurs if PP input occurs on frames 70-77, input PP between frames 79-89 for follow-up attack |
Arm Break | combo throw | 80 | - | - | - | knockdown | - | double arm break | 150-frame throw animation if attack connects, miss animation occurs if PP is input between frames 55- 71, if Double Arm Break input is missed, foe isn’t knocked down and initiator incurs 20 points of damage, input PP between frames 72-109 for follow-up attack |
Double Arm Break | combo throw | 120 | - | - | - | hard knockdown | - | - | 144 frame throw animation if attack connects |
Rolling Dash EX | - | - | - | - | 26 | - | - | backhand slap EX | Upper body invulnerability frames 1-25, input PP for follow-up attack frames 1-19 |
Backhand Slap EX | unblockable | 40,60 | 28 | 3 | 30 | hard knockdown | - | double arm break EX | 239 frame throw animation if attack connects, miss animation occurs if PP is input between frames 143-160, if EX Double Arm Break input is missed foe isn’t knocked down and initiator incurs 10 points of damage, input PP between frames 161-198 for follow-up attack |
Double Arm Break EX | combo throw | 100 | - | - | - | hard knockdown | - | - | 144 frame throw animation if attack connects |
Double Explosion | L,H,M,M,H | 20,50,30x3,140 | 11 | 5(15)2(26)2(2)3(6)4 | 53 | hard knockdown | -35 | - | 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-11, projectile invulnerabaility frames 12-28, airborne frames 16-89 |
Cross Art | H | 150+ | 8 | 2 | 40 | switch | -18 | - | 61 frame cinematic freeze before attack begins, full body invulnerability frames 1-9 |
Huge shout out to both Zukku and Street11 for letting us use the frame data.