SCII Kilik Frame Data

Party Wolf

Administrator

Character Notations​

  • LR = Legend Rush
  • MO = Monument
  • TR = Tribute

Horizontal Attacks​

Attack IMP DMG GRD HIT CH
Bo Tap 18 18 -1~0 6~7 6~7
:A: :H: :G: Cancel
Bo Rush Combo 18 18,22 -6~-5 4~5 4~5
:A::A: :H::H: NC
Bo Rush Combo 18 18,22,32 -9~ LNC LNC
:A::A::B: :H::H::M: NCC
Bo Rush ~ Side Movement 18 18,22 -20~-19 -10~-9 -10~-9
:A::A::2:*:8: :H::H::SS:
Twin Phoenix 18 18,10 -3~-2 4~5 4~5
:aA: :H::H: NC
Twin Phoenix 18 18,10,40 -17~-15 KND KND
:aA::B: :H::H::M: NCC
Phoenix Feint 27 20 -16 -6 -6
:aB: :M:
Raging Phoenix Combo 13 15 -10~-9 0~1 0~1
:6::A: :H:
Raging Phoenix Combo 13 15,20 -10~-9 0~2 0~2
:6::A::A: :H::H: NC; can SCC with 6AA:A+B+K, becomes +2~4 on hit and -8~-6 on block
Raging Phoenix Combo 13 15,20,35 -12~-10 KND KND
:6::A::A::A: :H::H::H: NCC; if 1st and 2nd hits connect, 3rd hit cannot be ducked
Raging Phoenix Bo 13 15,20,22 -24~-21 -9~-6 -9~-6
:6::A::A::B: :H::H::M:
Raging Phoenix Soul 13 15,20,7 -3~-1 -13~-11 -13~-11
:6::A::A::B::8: :H::H::H: NCC
Raging Phoenix Soul 13 15,20,7,23 -21 1 1
:6::A::A::B::8::A: :H::H::H::M: Third hit must connect; Cannot be buffered, so Kilik must know the exact point of recovery or else frames can be as bad as -2 OH/ -22 OB
Raging Phoenix Soul 13 15,20,7,45 -23~-15 KND KND
:6::A::A::B::8::B: :H::H::H::M: Third hit must connect; -16~-15 and more damage at long range, otherwise -23
Raging Phoenix Fang 13 15,20,30 -17~-15 -7~-5 -7~-5
:6::A::A::B::2: :H::H::L:
Raging Phoenix Rising 13 15,20,15,30 -11 KND KND
:6::A::A::B::+::K: :H::H::M::M: NCC; JF timing.
Ling Su Upper 24 20 -9~-6 2~5 4~7
:3::A: :M:
Ling Su Upper 24 20,25 -19~-18 LNC LNC
:3::A::B: :M::M: NCC
Ling Su Rising 24 20,35 -11~-10 KND KND
:3::A::B::+::K: :M::M:
Inner Peace 22 25 -12~-11 0~1 0~1
:2::A: :L: FC
Lower Bo Slice 19 20 -12 3 3
:1::A: :L: i13 moves can only be GI'ed; i12 non-highs can't be blocked
Escaping Bo 27 25 -8~-7 KND KND
:4::A: :H:
Lower Bo Slice 18 13 -14 0 0
FC :A: :L: i15 moves can only be GI'ed
Ling Sheng Slash 18 27 -11 -1 -1
WR :A: :M:
Scattering Bo 27 20 -6~-5 0~1 0~1
:7::A: :M:
Scattering Bo 27 20 -6~-5 0~1 0~1
:8::A: :M:
Scattering Bo 27 20 -6~-5 0~1 0~1
:9::A: :M:
Divising Bo Slice 36 30 -22~-20 KND KND
WL :A: :L:
Reverse Bo Tap 17 18 -7~-5 4~5 4~5
BT :A: :H: -7~-6 on lBT, -5 on rBT
Reverse Lower Bo Slice 17 16 -8~-7 1~3 1~3
BT :2::A: :L: Longer hitstun at longer range

Vertical Attacks​

Attack IMP DMG GRD HIT CH
Splitting Waterfall 20 22
:B: :M: :G: Cancel
Splitting Waterfall 20 22,25 KND KND
:B::A: :M::H:
Waterfall Divide 20 22,21 KND KND
:B::2::A: :M::L:
Rushing Waterfall 20 22,26
:B::B: :M::M:
Rushing Waterfall ~ Side Movement 20 22,26
:B::B::2:*:8: :M::M::SS:
Sheng Mirage Kick 19 20,20
:bK: :H::M: :GI:
Bo Thrust 17 22
:6::B: :M:
Retreating Thrust 13 7
:6::B::8: :H:
Retreating Thrust (Additional attack) 13 7,23
:6:::B::8::A: :H::M: First hit must connect
Retreating Thrust (Additional attack) 13 7,35 KND KND
:6:::B::8::B: :H::M: First hit must connect
Lower Bo Feint 29 30
:6::B::2: :L:
Twin Bo Upper 18 18 LNC LNC
:3::B: :M:
Twin Bo Upper 18 18,17 LNC LNC
:3::B::B: :M::M:
Waterfall 18 26
:2::B: :M:
Advancing Bo 30 28
:1::B: :M:
Phoenix Rage Thrust 33 58 KND KND
:4::B: :M: GB (SC LVL2); SCUB (SC LVL3)
Building Bridges 35 20
:2:*:8::5::B: :M:
Building Bridges 35 20,20
:2:*:8::5::B::B: :M::M:
Building Bridges 35 20,20,20
:2:*:8::5::B::B::B: :M::M::M:
Building Bridges 35 20,20,20,20
:2:*:8::5::B::B::B::B: :M::M::M::M:
Bridge Rage Thrust 35 20,20,48 KND KND
:2:*:8::5::B::B::4::B: :M::M::M: :GI:
Stream Thrust 17 30
FC :3::B: :M:
River Thrust 25 16
FC :1::B: :L:
Waterfall 20 16
FC :B: :M:
Ling Sheng Upper 20 32 LNC LNC
WR :B: :M:
Great Waterfall 31 25
:7::B: :M:
Great Waterfall 31 25
:8::B: :M:
Great Waterfall 37 35 KND KND
:9::B: :M:
Raining Bo Upper 38 24 LNC LNC
WL :B: :M:
Reverse Waterfall 19 32
BT :B: :M:
Reverse Waterfall 19 26
BT :2::B: :M:

Kick Attacks​

Attack IMP DMG GRD HIT CH
Sheng Front Kick 12 15
:K: :H: :G: Cancel
Sheng Illusion Kick 24 15,15
:kB: :L::H:
Sheng Lung Kick 23 26 KND KND
:6::K: :M:
Sheng Lung Kick Combo 18 25,25 KND KND
:6::kB: :M::H:
Sheng Side Kick 14 24
:3::K: :M:
Sheng Su Low Kick 15 10
:2::K: :L:
Sheng Su Thrust 22 24
:1::K: :L:
Sheng Su Thrust 22 24,31
:1::K::B: :L::M:
Biting Heaven 19 16
:4::K: :M: :GI:
Biting Heaven 19 16,37 KND KND
:4::K::B: :M::M: :GI:
Sheng Su Low Kick 15 10
FC :K: :L:
Phoenix Hop 14 24
WR :K: :M:
Phoenix Hop 14 24,24 LNC LNC
WR :K::B: :M::M:
Phoenix Splits 26 30 KND KND
:7::K: :M:
Phoenix Splits 20 20
:8::K: :H:
Phoenix Splits 26 30 KND KND
:9::K: :M:
Divising Sheng Su Sweep 39 20
WL :K: :L:
Reverse Sheng Su Kick 12 22
BT :K: :H:
Reverse Sheng Su Low Kick 15 16
BT :2::K: :L:

Simultaneous Press​

Attack IMP DMG GRD HIT CH
Phoenix Roar 18 15,15,15,15,15
:A::+::B: :M::M::M::M::M:
Phoenix Roar (Cancel) 18 15,15,15
:A::+::B::G: :M::M::M:
Biting Phoenix 19 20,20,10,10,15 KND KND
:6::A::+::B: :M::M::M::M::M:
Trick Bo 23 45 KND KND
:3::A::+::B: :L::AT: :A: break
Lower Bo Smack Down 26 10,10,20,20
:2::A::+::B: :L::L::L::L::L:
Dirty Bo 23 50 KND KND
:1::A::+::B: :L::AT: :B: break
Phoenix Flare ~ Raven Slaughter Thrust 26 18,18,18,18
:4::A::+::B: :M::M::M::M:
Phoenix Flare ~ Raven Slaughter Thrust 26 18,18,36 LNC LNC
:4::A::+::B::B: :M::M::M:
Phoenix Flare ~ Raven Slaughter Thrust 26 18,18,36,16
:4::A::+::B::B::B: :M::M::M::M:
Phoenix Flare ~ Raven Slaughter Thrust 26 18,18,18,18,36 LNC LNC
:4::A::+::B:(delay):B: :M::M::M::M::M:
Phoenix Flare ~ Raven Slaughter Thrust 26 18,18,18,18,36,15
:4::A::+::B:(delay):B::B: :M::M::M::M::M::M:
Yin and Yang 65 75 :UA: KND KND
:2::1::4::A::+::B: :M: :G: Cancel
Phoenix Cross 19 20,25
:A::+::K: :M::M:
Bo Smack Down 21 20,15,8,8,8,8 STN STN
:6::A::+::K: :H::H::H::H::H::H: NC
Phoenix Claw 21 25
:1:*:3::A::+::K: :L: FrC on hit
Wave Divide 30 28 KND KND
:2::A::+::K: :L:
Phoenix Tail 43 20,20 KND KND
:4::A::+::K: :L::L:
Pounding Stones 21 20,20
FC :A::+::B: :M::M::M:
Retreating Thrust 14 7
:G::+::K: :H:
Retreating Thrust (Additional attack) 14 7,23
:G::+::K::A: :H::M: First hit must connect
Retreating Thrust (Additional attack) 14 7,45
:G::+::K::B: :H::M: First hit must connect
Rising Bo Feint 37 50 KND KND
:B::+::K: :M: :G: Cancel; GB (SC LVL2)
Yin Rising 19 15,30 KND KND
:6::B::+::K: :M::M:
Playful Phoenix 24 30
:1:*:2:*:3::B::+::K: :L: :8: Cancel into on the ground face down; :2: Cancel into on the ground face up
Phoenix Lunge 34 45 KND KND
:4::B::+::K: :L:
Heaven Monument 45
WD :A::+::B: :M: GB (SC LVL2); SCUB (SC LVL3)
Heaven Monument ~ Fall 74 37
WD :A::+::B::K: :L:
Rising Flare 35
WD :A::+::K: :L:

8-Way Run Moves​

Attack IMP DMG GRD HIT CH
Cross Bo 18 25,25 KND KND
:6::(6)::A: :H::H:
Gale Divide Haste 23 26
:3::(3):*:9::(9)::A: :M: Must step to the left
Gale Divide Haste 23 26,35 KND KND
:3::(3):*:9::(9)::A::A: :M::M: Must step to the left
Gale Divide 22 25
:3::(3):*:9::(9)::A: :M: Must step to the right
Gale Divide 22 25,35 KND KND
:3::(3):*:9::(9)::A::A: :M::M: Must step to the right
Wind Divide Flare 18 25
:2::(2):*:8::(8)::A: :M:
Wind Divide Flare 18 25,30 KND KND
:2::(2):*:8::(8)::A::A: :M::L:
Wind Divide Flare 18 25,30,22 KND KND
:2::(2):*:8::(8)::A::A::A: :M::L::L:
Wind Divide Flare ~ Monument 18 25
:2::(2):*:8::(8)::A::2::3::6: :M::SS: :GI:
Mountain Carve 18 25,30 KND KND
:2::(2):*:8::(8)::A::B: :M::M: :G: Cancel
Ling Sheng Slice 28 25
:1::(1):*:7::(7)::A: :L:
Cross Tide 26 25
:4::(4)::A: :M:
Cross Tide 26 25,26 KND KND
:4::(4)::A::A: :M::L:
Cross Tide ~ Monument 26 25
:4::(4)::A::2::3::6: :M::SS: :GI:
Heavy Bo 15 22
:3::(3):*:6::(6):*:9::(9)::B: :M: GB (SC LVL2)
Heavy Bo (Hold) 33 66 :AT: :AT:
:3::(3):*:6::(6):*:9::(9)::(B): :M: GB (SC LVL2); SCUB (SC LVL3)
Raven Slaughter 20 36 LNC LNC
:2::(2):*:8::(8)::B: :M:
Phoenix Rage Thrust 25 45 KND KND
:1::(1):*:7::(7)::B: :M:
Phoenix Rage Thrust (Hold) 33 58 KND KND
:1::(1):*:7::(7)::(B): :M:
Stream Thrust 22
:4::(4)::B: :L:
Yin Rising 19 KND KND
:3::(3):*:6::(6):*:9::(9)::B::+::K: :M::M:
Rising Bo Feint 37 KND KND
:2::(2):*:1::(1):*:7::(7):*:8::(8)::B::+::K: :M: :G: Cancel; GB (SC LVL2)
Phoenix Lunge 34 KND KND
:4::(4)::B::+::K: :L:
Rising Phoenix 21
:3::(3):*:6::(6):*:9::(9)::K: :M::M: SCC
Rising Phoenix 21
:3::(3):*:6::(6):*:9::(9)::K::K: :M::M::M:
Rising Phoenix 21 LNC LNC
:3::(3):*:6::(6):*:9::(9)::K::K::B: :M::M::M::M:
Mountain Sweep 34
:2::(2):*:8::(8)::K: :L:
Mountain Breaker 34 KND KND
:2::(2):*:8::(8)::kA: :L::H:
Sheng Heh Kick 26 KND KND
:1::(1):*:4::(4):*:7::(7)::K: :M:

Throw Attacks​

Attack IMP DMG GRD HIT CH
Light Breeze 16 KND KND
:A::+::G: :TH: :A: break
Heaven Dance 16 KND KND
:B::+::G: :TH: :B: break
Cutting Sadness 16 KND KND
Left :A::+::G:*:B::+::G: :TH: :A:*:B: break
Summer Gale 16 KND KND
Right :A::+::G:*:B::+::G: :TH: :A:*:B: break
Phoenix Pounce 16 KND KND
Behind :A::+::G:*:B::+::G: :TH: :A:*:B: break for Astaroth and Voldo only

Special Stances​

Legend Rush​

Attack IMP DMG GRD HIT CH
Legend Rush :SS: :SS: :SS: :SS: :SS:
:4::(B): :SS: Press any direction to cancel except :6: or press :G: to cancel
Legend Rush Thrust 63 :UA: KND KND
LR :B: :M:

Monument​

Attack IMP DMG GRD HIT CH
Monument :SS: :SS: :SS: :SS: :SS:
:2::3::6: :SS: :GI:
Inner Peace 37
MO :A: :L:
Advanced Bo 37
MO :B: :M:
Scythe 27
MO :K: :H::H:
Heaven Monument 78
MO :A::+::B: :M: GB (SC LVL2); SCUB (SC LVL3)
Heaven Monument ~ Fall 74
MO :A::+::B::K: :L:
Wave Divide 41
MO :A::+::K: :L:
Rising Bo Feint 44
MO :B::+::K: :M: :G: Cancel; GB (SC LVL2)
Monument ~ Side Movement :SS: :SS: :SS: :SS:
MO :2:*:8: :SS:
Festival of the Damned 20
MO :A::+::G: :TH: :A: break; leaves opponent in BT
Festival of the Damned 20
MO :A::+::G::4::6::A: :TH: :A: break; leaves opponent in BT
Festival of the Damned 20 LNC LNC
MO :A::+::G::4::6::A::4::1::2::3::6::B: :TH: :A: break
Festival of the Dead 20
MO :B::+::G: :TH: :B: break; leaves opponent in BT
Festival of the Dead 20 KND KND
MO :B::+::G::4::6::A::+::B: :TH: :B: break

Tribute​

Attack IMP DMG GRD HIT CH
Tribute :SS: :SS: :SS: :SS: :SS:
:2::1::4: :SS: :GI:
Rising Flare 33
TR :A: :L:
Reverse Bo Thrust 36
TR :B: :M:
Tribute Sault 34
TR :K: :M:
Tribute ~ Side Movement :SS: :SS: :SS: :SS: :SS:
TR :2:*:8: :SS:
 
  • Thread starter
  • Admin
  • #3
need to add 6AA:B+K and 6AA:A+B+K

I want to say he had another SCC but i don't remember what it is
Can you explain the difference between the first two notations? Haven't played SCII so I don't know how to write it in the wiki :/
 
They are both just frames. 6AA:B+K makes 6AA > 6B+K come out, combos on CH for massive damage, and in general is a safer option then 6AAB and 6AAA.

6AA:A+B+K is a JF that immediately cancels 6AA into soul charge.
 
  • Thread starter
  • Admin
  • #5
ok soul charge cancels are put as "SCC" in the notes and soul charge moves are also in the notes
 
While I'm thinking about it- A+K, 2A both TC
A+K TC's and TJ's

A+K Second hit of A+K sideturns on hit, NCC

1_3A+K, 44B(close hit only) force crouch on hit
 
Hi, nice work !
Is it possible to add another thread with the note from Ring, just like the other characters ?
 
Cool, I dunno how to put the toogle spoiler stuff, so I just copy pasted haha.

-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K
i13 = 6A / 6b9
i14 = 3K / K+G
i15 = 66B / 33_99B / 2K
i16 = A_B+G
i17 = 6B
i18 = A / 66A / 22_88A / 3B / 2B / 6kB / A+B
i19 = 1A / bK / 4K / 6A+B / 6B+K / A+K
i20 = 236A_B+G / B / 22_88B
i21 = 66K / 33_99K / 6A+K / 1_3A+K
i22 = 2A / 33A / 44B / 1K
i23 = 99A / 6K / 1_3A+B
i24 = 3A / kB / 2B+K
i25 = 11_77B / 4kB
i26 = 44A / 11_77K / 44K / 2A+B / 4A+B
i27 = 4A / aB
i28 = 11_77A
i29 = 6b3
i30 = 1B / 2A+K
i33 = 4B / 66 / 33_99 / 11_77
i34 = 22_88K / 4B+K
i35 = 2_8~5B
i37 = B+K
i43 = 4A+K
i63 = 4~B
i65 = 214A+B

i37 = B+K
i40 = B+K~G
i52 = B+K~G~K


FC & WS Moves

i13 = 6A / 6b9
i14 = WS K
i15 = FC K
i17 = FC 3B / 6B / 6kB
i18 = WS A / FC A
i20 = WS B / FC 2B
i21 = FC A+B
i25 = FC 1B


Jumping & WL Moves

i20 = 8K
i26 = 7_9K / 11_77K / 44K
i27 = 8A
i31 = 8B
i35 = WL 5~G
i36 = WL A
i37 = 9B
i38 = WL B
i39 = WL K
i46 = WL 5~K


Back Turned Moves

i12 = BT K
i15 = BT 2K
i17 = BT A / BT 2A
i19 = BT B / BT 2B


Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance.

---
Legend Rush

i19 = (LR B)

---
Monument

i18 = (MO K)
i22 = (MO A)
i28 = (MO B)

i27 = 236~MO K
i37 = 236~MO A_B
i39 = 236~MO G
i41 = 236~MO A+K

i44 = 236~MO B+K
i46 = 236~MO B+K~G
i58 = 236~MO B+K~G~K

i74 = 236~MO A+B~K
i78 = 236~MO A+B
i91 = 236~MO A+B~G
i103 = 236~MO A+B~G~K

---
Tribute

i17 = (TR K)
i27 = (TR B)
i29 = (TR A)

i33 = 214~TR A
i34 = 214~TR K
i36 = 214~TR B
i49 = 214~TR G


-------------------------------------------------------------------------------
Advanced Data
-------------------------------------------------------------------------------

There are some moves which show fluctuation in their attack speed - depending on what kind of move they encounter, i.e. 1 frame faster / slower against linear / downward / horizontal / stab / left side etc. Some have evasive frames, sway motion, depending on position in space / distance to opponent. I haven't had the time to specify against what types of moves what speed applies for the relative attack. But it might already help to understand certain occurrences when trying to reproduce frame data.


33A = i22~i23

22_88A = i18~i19

11_77A = i27~i28

6b9 = i13~i14

44B = i22~i23

4K = i19~i20

4kB = i25~i26

22_88K = i33~i34

6A+B = i19~i21

2A+B = i26~i27

4A+B = i26~i27

6A+K = i20~i21

2A+K = i30~i31

K+G = i14~i15

WL A = i36~i37

WL K = i39~i40

BT A = i16~i17

BT B = i19~i20

BT 2K = i14~i15


-------------------------------------------------------------------------------
Evasive Frames + Auto-GI
-------------------------------------------------------------------------------

bK
15-19

4K
5-9

236~MO
7-15

214~TR
9-15

----------------------------------------------------------------------------
Hit & Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising

Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you've input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the sword / foot for maximal advantage / minimal disadvantage.

Example:
A
H +6~7
B -1~0
---
close range / early impact:
H +6
B -1
far range / late impact:
H +7
B +0

Moves with a block recovery of B -11 or worse are considered unsafe and may give your opponent free attacks.

Example:
aB
B -16
---
Guard possible from frame 16+ after opponent's recovery
= Kilik cannot block attacks of speed i15 or faster.
Attack possible 16 frames after opponent's recovery
= all attacks add +16 to their base speed, i12 K will trade hits with opp's attack of speed i28 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Kilik cannot crouch or block low any attacks of speed i16 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i16.

Analogeously, if an attack gives +16 frames of advantage this means your opponent won't be able to block attacks of speed i15 etc.

Advantage given by Guard Break moves is different; if a GB move gives +20 frames of advantage, it will prevent your opponent from blocking attacks of speed i20 or faster and all of their attacks add +20 to their base speed.

There are exceptions, where a character will be able to attack earlier than being able to block and vice versa. This will be specified as a sidenote next to the relative attack.

If you ever have trouble in reproducing a particular maximum disadvantage, try using advance guard (g6). This will alter the moment of impact and tends to lead to an early hit more often.

I also decided to list which moves force your opponent into crouch. This can be important since many characters don't have access to their fastest moves, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block.
This is mainly indicated by the abbrevation OC, which stands for opponent crouched. This can be extended to further describe under which conditions crouch results. OCB = opponent crouched on block. OCD = opponent remains crouched when hit already ducking. In the case of low hitting moves, this mainly happens when counterhitting a TC / WS move.


Regular Moves

A
H +6~7
B -1~0

A,A
H +4~5
B -6~-5

A,A~2_8
H -10~-9
B -20~-19

A,A,B
H x
B -9~-8

aA
H +4~5
C +6~7
B -3~-2

aA,B
H x
B -17~-15

aB
H -6
B -16

6A
H +0~1
B -10~-9

6A,A
H +0~2
B -10~-8
Early impact does not always occur unless using AG or ducking 1st before blocking 2nd. Late impact only occurs if 1st whiffs.

6A,A:A+B+K
~SC1
H +2~4
B -8~-6

6A,A,A
H x
B -12~-10
Early impact only occurs close to wall / when ducking 1st and 2nd before blocking. If 1st and 2nd connect, 3rd cannot be ducked and always scores latest hit = -10 = safe.

6A,A,B
H -9~-6
B -24~-21

6A,A,b8
H -13~-11
B -3~-1
Early impact only occurs close to wall / when ducking 1st and 2nd before blocking.

6A,A,b8,A
OBT
H +1
B -21
Exceptional recovery: attacks of speed i21 cannot be blocked. Also prevents Kilik from buffering. Must know exact moment of recovery. Otherwise, attacks are delayed = (dis-)advantage up to -2 / -22.

6A,A,b8,B
H x
B1 -23
B2 -16~-15
Less damage and shorter block stun at close range.

6A,A,b2
OC
H1 -7
H2 -5
B1 -17
B2 -15
Special late impact occurs at max. range only.

6A,A:B+K
H x
B -11

3A
OCD
H +2~5
C +4~7
B -9~-6

3A,B
H x
B -19~-18

3A,B+K
H x
B -11~-10
Allows for rBT attacks at same disadvantage.

2A
~FC
H +0~1
B -12~-11

1A
~FC
OCD
H +3
B -12
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

4A
~FC
H x
B -8~-7

---
B
OCD
H +3~6
B -8~-5

B,B
OCD
H +4~7
B -6~-3

B,B~2_8
OCD
H -22~-19
B -12~-9

B,A
H x
B -5~-4
Allows for rBT attacks at same disadvantage.

B,2A
H x
B -22~-20

bK
H +2~3
C x
B -8~-7

6B
H1 +1
H2 -3~-1
B1 -9
B2 -12~-10
More damage but shorter hit and block stun at far range.

6b9
H -13~-11
B -3~-1

6b9,A
OBT
H +1
B -21
Exceptional recovery: attacks of speed i21 cannot be blocked. Also prevents Kilik from buffering. Must know exact moment of recovery. Otherwise, attacks are delayed = (dis-)advantage up to -3 / a -25.

6b9,B
H x
B1 -23
B2 -16~-15
Less damage and shorter block stun at close range.

6b3
OC
H1 -7
H2 -5
B1 -17
B2 -15
Special late impact occurs at max. range only.

3B
H x
B -6~-5

3B,B
H x
B -17~-16

2B
~FC
OCD
H1 +4~5
H2 +6~9
B1 -6~-5
B2 -4~-1
Early impact only occurs when running towards Kilik or using forward moving attacks.

1B
H -1
C x
B -11

4B
H x
B -23~-19
SC2
B +7~11

4{1}
H x
B -23~-19
SC2
B +7~11
SC2 GB pushes back farther than 4B.

4:{2}
H x
B -22~-18
SC2
B +8~12
Timed release shortly before entering LR. Sometimes causes vocal overlap with charge shout. SC2 GB pushes back farther than 4B.

4{3},B
H x

---
K
H +5
B -5

kB
OCD
H +2~6
B -8~-4

6K
H x
B -11

6kB
H x
B -8~-7

3K
H -1
B -11

2K
~FC
OCD
H +3
B -9

1K
~FC
OCD
H -7~-6
C x
B -21~-20

1K,B
H -6~-4
C x
B -19~-17

4K
OCD
H +2~4
B -8~-6

4K,B
H x
B1 -5~-4
B2 -2
Special late impact occurs at max. range only.

---
A+B~G
OCD
H +0
B -11

A+B
OCB/D
H +1
B -12

6A+B
H x
B -12~-10

3A+B
OCD
H1 +9
H2 +4
B -8~-6

2A+B
H -2
B -17

1A+B
OCD
H1 +11
H2 +4
B -8~-6

4A+B
H +4~6
B -6~-4

4A+B,B
H x
B -8~-7

4A+B,B,B
H -8~-5
B -18~-13

214A+B
H x

---
A+K
OBT
OCB
H +1
B -11

6A+K
H x
B -7

3A+K
OC
H -3
B -14

2A+K
H x
B -17~-14

4A+K
H x
B -8~-7

---
B+K
H x
B -12~-10
SC2
B +22~24
Allows for rBT attacks at same (dis-)advantage.

6B+K
H x
B -11

2B+K
H +3~5
B -9~-7

4B+K
H x
B -12~-11


8WR Moves

66A
H x
B -10~-9

33A
OCD
H -2~+1
B1 -10
B2 -8
B3 -11
Allows for lBT and rBT attacks at same (dis-)advantage. More damage but slightly shorter block stun at max. range.

33A,A
H x
B -14~-12

99A
OCD
H +0~2
D +1~3
B1 -10
B2 -8
B3 -10
Allows for lBT attacks at same (dis-)advantage. More damage but slightly shorter block stun at max. range.

99A,A
H x
B -16~-14
Natural combo at close and mid range. Natural combo on crouching opponent at close and far range.

22_88A
OCD
H1 -5
H2 -2
H3 -1
C1 -3
C2 +0
C3 -1
B1 -15
B2 -12
B3 -11
Allows for lBT attacks at same disadvantage. Slightly greater block and hit stun at med and far range. Counter hit further increases hit stun at close and med range only.

22_88A~236
~MO

22A,B~G
OCD
H1 -11
H2 -8
H3 -7
C1 -9
C2 -6
C3 -7
B1 -21
B2 -18
B3 -17

88A,B~G
OCD
H1 -12
H2 -9
H3 -8
C1 -10
C2 -7
C3 -8
B1 -22
B2 -19
B3 -18

22_88A,B
H x
B -11~-10

22_88A,A
~FC
H x
B -18~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

22_88A,A,A
H x
B -28~-27

11_77A
OCD
H -1~+1
B -12~-10

44A
H -1~0
B -10~-9

44A~236
~MO

44A,A
~FC
H x
B -13

---
66B
33_99B
OCH
H -3~-1
C x
B -8~-6
SC2
B +28~30

66:{1}
OCH
H -2~-1
B -6
SC2
H -1

66{2}
OCB
H +9
B -8~-6
SC2
B +27~29

22_88B
H x
B -8~-7

2_8~5B
OCD
H +2
B -8

2_8~5B,B
OCB/D
H +5
B -5

2_8~5B,B,4B
H x
B -28~-24

2_8~5B,B,B
OCB/D
H +5
B -5

2_8~5B,B,B,B
OC
H +5~6
B -5~-4

11_77B
H x
B -18~-14

11_77{1}
H x
B -18~-14

11_77{2}
H x
B -23~-19
SC2
B +7~11

44B
OCH1
H1 -13~-10
H2 -9~-4
B -24~-15
More damage at far range but doesn't force crouch and has less push-back on block

---
66K
33_99K
OCD
H +1~3
D +2~4
B -9~-7

66K*A+B+K
~SC1
OCD
H -1~+1
D +0~2
B -11~-10
Exceptional recovery: attacks of speed i12 or faster cannot be blocked. There is the option of defending via 2G.

66K,K
H +0
B -10

66K,K,B
H x
C x
B -15~-14

22_88K
OCD
H -8~-6
B -21~-19

22_88kA
H x
B -14~-11

44K
11_77K
OCB
H x
B1 -7~-3
B2 -1
Special late impact occurs at max. range or vs rising opponent.


FC & WS Moves

WS A
H -1
B -11

FC A
~FC
OCD
H +0
B -14
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.

WS B
H x
B -9~-8

FC 3B
H +4
C x
B -7
Allows for lBT attacks at same (dis-)advantage.

FC 2B
~FC
OCD
H1 -2~-1
H2 +0~2
B1 -9~-8
B2 -7~-5
Early impact only occurs when running towards Kilik or using forward moving attacks.

FC 1B
~FC
OCD
H +2~7
B -9~-4

WS K
H +0
B -10

WS K,B
H x
B -15~-14

FC K
~FC
OCD
H +1
B -9
Hit stun prevents opponent from buffering. Must know exact moment of recovery. Premature input or mashing completely prevent attacking for a number of franes = adv. up to +4.

FC A+B
OC
H +4~5
B -7~-6


Jumping & WL Moves

8A
H +0~1
B -6~-5

WL A
H x
B -22~-20

9B
OCB
H x
B -4~-2

8B
OCB/D
H +2~4
B -4~-2

WL B
H x
B -17~-16

8K
H -2
B -12

7_9K
OCB
H x
B1 -7~-3
B2 -1
Special late impact occurs at max. range or vs rising opponent.

WL K
OCD
H +0
B -15


Back Turned Moves

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

lBT A
H +4~5
B -7~-6

rBT A
H +5
B -5

BT 2A
~FC
OCD
H1 +1
H2 +3
B -8~-7
Slightly longer hit stun at mid / far range.

lBT B
OCD
H1 +1~3
H2 +5
B1 -9~-7
B2 -4
Late impact occurs at mid / far range only.

rBT B
OCD
H +1~4
B -9~-6

BT 2B
~FC
OCD
H +2~5
B -9~-5

BT K
H +3
B -7

BT 2K
~FC
OCD
H +3
B -6


Stance Moves

---
Monument

MO A
~FC
H +0~1
B -10~-9
Exceptional recovery: non-high hitting attacks of speed i10 or faster cannot be blocked. Attacks of speed i11 cannot be blocked but GId.

MO B
OCD
H -2~-1
B -12~-11

MO K
H x
B -11

MO A+B
OCB
H x
B +0~1
SC2
B +40~41

MO A+B~K
H x
B1 -22~-21
B2 -18
Latest impact occurs at max. range only.

MO A+K
H x
B -17~-14

MO B+K
H x
B -13~-12
SC2
B +21~22

---
Tribute

TR A
H x
B -24~-23

TR B
H +0~1
C x
B -20~-19

TR K
H x
B -36
 
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