clive

clive

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
db+4L20i19~20-18+4c+67a (+51a)
* Homing
d+1+2M23i22~23-6+9a (-8)+63a (+47)
* Tornado
* Balcony Break
* Weapon
* 6 Chip Damage on block
* 9 Chip Damage on block in heat
b+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
f,F+2M21i21~22-7+6c+38a
* Spike
* Weapon
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
3,3m, M16, 20,i30~32-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Input can be delayed 1f
,fs31~
df+1,4,3m, m, M10, 12, 20,i27~28-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Move can be delayed by 9f
,fs28~
PHX.2m12i15-7+4+35d (+27)
* Balcony Break
* Weapon
* 7 Chip Damage on block
* 5 Chip Damage on block in heat
2,2,1h, m, m11, 9, 18,i17~18-13+8a (-1)+28d(+20d)
* Balcony Break
* Weapon
* Combo from 1st CH
* Combo from 2nd CH with 10f? delay
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
b+4M20i18~19-9+16g+25a (+19a)
* Balcony Break
* Steel pedal, opponent recovers in FUFT
* Opponent recovers crouching on standing hit
ws1,2m, m11, 19,i26~27-13+9+21a
* Balcony Break
* Weapon
* Combo from 1st hit with 3f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
PHX.4L15i15~16-13-1+13
High crush 6~
db+1h10i17~18-8+4+12a
* Homing
ws1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
Power crush 7~16
H.u+1+2m,m18,21i19~20,i20~21-12+3c
* Consumes heat
* Enter PHX -1 +14 with F or 4 on hit or block
* 13 Chip damage on block
H.u+1+2,1m,m, m,m18,21, 17,22,i25~26,i20~21-8+14a(+4a)
* Balcony Break
* 14 Chip Damage on block
* Same move as (df+1,H.1),1?
H.u+1+2,2m,m, h,h18,21, 10,12,i23~24,i12~13-9+8
* 7 Chip Damage on block
* Same move as (df+1,H.1),2?
H.u+1+2,2,1m,m, h,h, m,m18,21, 10,12, 10,16,i20~21,i11~12-8+15a(-2a)
* Tornado
* Balcony Break
* Combo from 3rd hit
* 9 Chip Damage on block
* Same move as (df+1,H.1,2),1?
H.2+3m,t,m,m,m,m,m,m55i18+8-10
* Heat Smash
* Balcony Break
* Wall Crush +10g on block
* Transition to attack throw on 1st hit
* Regain recoverable health on hit
* 45 damage Balcony Break on 1st whiff
* 19 Chip Damage on block
<div class="plainlist">
* Low crush 23?
* fs?</div>
R.df+1+2m,t55+i20-15+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
Power crush 8~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 13,i18~19-3+6
* Jail from 1st attack
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block
1,2h, M5, 20,i21~22-14+22a (+17)
* Spike
* Weapon
* Combo from 1st hit with 2f delay
* Increases ZAN gauge by 0.30 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
* +11d on BT hit
1,f+2h, h5, 22,i25~26+1+13g
* Balcony Break
* Weapon
* Combo from 1st CH
* Input can be delayed 2f
* 6 Chip damage on block
* 9 Chip damage on block in heat
* +20a (+11) on BT hit
2h11i12+0+7
Weapon
2,1h, h11, 20,i17~18-13+8a (-1)
* Balcony Break
* Weapon
* Jail from 1st attack
* Combo from 1st hit
* Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
2,2h, m11, 9,i23-8-1
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Enter PHX -1 +6 r25 with F or 4 on hit or block
2,2,2h, m, M,m11, 9, 15,20 (24),i27~28 i31~32-9+21a (+4)
* Tornado
* Balcony Break
* Weapon
* Power up in Heat (24 damage)
* Input can be delayed 6f?
* Transition to PHX on hit only
* Cancel PHX transition with B
2,2,1+2h, m, m,M11, 9, 10,18,i27~28 i23~24-13c+1a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* Increases ZAN gauge by 0.40 on hit if only the final hit connects
* Increases ZAN gauge by 0.14 on block if only the final hit connects
* Only deals recoverable damage
* -4d on BT hit
<div class="plainlist">
* ,Low crush 41~54
* fs55~57</div>
3m16i16-13-2
3,2m, m,m16, 15,15,i23~24 i29~41-12~+0+22a (+12)
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 2nd block
* 3rd hit never combos on standing hit
* 3rd hit available only on hit or block
* Interrupt with i4 from 1st block
* +23a (+13) on BT hit
* Power up in Heat
4m8i12-10+1
4,2m, M8, 17,i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
4,4m, h8, 13,i25-8+0
* Combo from 1st hit
* Input can be delayed 3f
* Enter PHX +6 +14 r21 with F or 4 on hit or block
1+2m24i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain recoverable health
1+4m10-80i22-15+9a (ZAN1)
* Removes Recoverable Health (ZAN5 only)
* Weapon
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 10
* ZAN2: 45
* ZAN3: 55
* ZAN4: 65
* ZAN5: 80
3+4
* Strong low parry effect (active while moving)
* Move backward/forward with b_f
* Cancel to r53 with db_d_df
<div class="plainlist">
* fs5~
* Parry state 9~</div>
3+4,PM20,i27~28+61a (+45)
* Tornado
<div class="plainlist">
* ,is1~27
* fs28~70</div>
f+2m10i15-12-4
* Weapon
f+2,1m, h10, 13,i21~22+1+20g
* Balcony Break
* Combo from 1st hit
f+2,2m, m10, 7,i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
f+2,2,2m, m, M10, 7, 20,i27~228-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Interrupt with i8 from 2nd block
f+2,2,H.1m, m, m10, 7, 25i26~27+2+40d(-18d)
* Balcony Break
* Combo from 1st hit
* Consumes heat
* 7 Chip damage on block
f+2,2,H.1*m, m, m10, 7, 30i42~43+13+52a
* Guard Break
* Consumes heat
f+3M15i20~21-14+37a
* Spike
* 3 Chip Damage on block
* 5 Chip Damage on block in heat
<div class="plainlist">
* Low crush 9~24
* fs25~27</div>
f+4
Actionable after 15f
f+1+2m,m10,18i16~17 i19-8+20a (+10)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
* 5 Chip Damage on block
* 7 Chip Damage on block in heat
df+1m10i14~15-3+4
df+1,2m, h10, 13,i23-16-8
* Strong Aerial Tailspin
* Weapon
* Combo from 1st hit
* Enter PHX +6 +14 r21 with F or 4 on hit or block
df+1,2,1m, h, m10, 13, 15,i26~27-15+32a (+11)
* Balcony Break
* Weapon
* Combo from 1st hit
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
df+1,4m, m10, 12,i20~21-10+1
* Knee
* Combo from 1st hit
df+1,H.1m, m,m10, 13,15i22~23,i20~21-12+3c
* Combo from 1st hit
* Consumes heat
* Enter PHX -1 +14 with F or 4 on hit or block
* 9 Chip damage on block
df+1,H.1,1m, m,m, m,m10, 13,15, 17,22,i25~26,i20~21-8+14a(+4a)
* Balcony Break
* Combo from 3rd CH
* 14 Chip Damage on block
df+1,H.1,2m, m,m, h,h10, 13,15, 10,12,i23~24,i12~13-9+8
* 7 Chip Damage on block
df+1,H.1,2,1m, m,m, h,h, m,m10, 13,15, 10,12, 10,16,i20~21,i11~12-8+15a(-2a)
* Tornado
* Balcony Break
* Combo from 5th hit
* 9 Chip Damage on block
df+2m,m5,10i15~16 i26~27-13+30a (+20)
* Weapon
* 2nd hit available only on hit or block
df+2,2m,m, m5,10, 20,i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
,Low crush 9~
df+2,2,2m,m, m, m,M5,10, 20, 6,25,i26~27 i3~4+60a (+44)
* Tornado
* Weapon
* Available only as combo from 3rd hit
* Available on standing hit only
df+3L20i29~30-26+3c
* Homing
High crush 6~65
df+3,1L, M,M20, 18,20,i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
df+4m13i14-9+5
d+1L14i18~19-13+2
High crush 6~
d+2sl8i11-4+7
High crush 4~
d+3L10i16-17-6
High crush 4~
d+4l6i12-15-4
High crush 4~
db+1,1h, m,m10, 7,20i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
db+2m10i17~18-12-1
* Weapon
db+2,1m, M10, 23,i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
db+2,1*m, M10, 27,i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 Chip damage on block
* 12 Chip damage on block in heat
db+1+2M,m12,10i17~18 i23-11-2c
* Weapon
* 3,3 Chip damage on block
* 5,4 Chip damage on block in heat
db+1+2,1M,m, M12,10, 20,i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 Chip damage on block
* 8 Chip damage on block in heat
b+2h20i20~21-4+9
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Enter PHX +6 +23 r24 with F or 4 on block or hit
* +15a (+6) on BT hit
b+3
* Strong parry effect: parries all highs or mids
Parry state 5~Parry state 13
b+3,P
Earliest cancel r23
,is1~16
b+3,P,2m35i20~21+3+16a (+6a)
* Reversal Break
* Balcony Break
* Weapon
,is1~9 fs10~20
b+3,P,1+2m,t35i20~21-13+5d
* Reversal Break
* Weapon
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.10 on block
* Transition to attack throw on hit
* Side switch on hit
,is1~20
b+1+2m25i24~25-14~-13+20a (+10a)
* Balcony Break
* Reversal Break (after attack absorb)
* 39 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 on block if an attack is absorbed
* 14 Chip Damage on block after absorbing an attack in power crush state
* 17 Chip Damage on block while in heat after absorbing an attack in power crush state
Power crush 7~23
1+2+3+4
* Can't block for 5 seconds
* CH state for 5 seconds
b,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f?
uf
Low crush 9~43
f,f,F+2m20i24~26+2+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +14 +43d (+22) r26 with F or 4 on hit or block
* 4 Chip Damage on block
* 7 Chip Damage on block in heat
ws2m15i15~16-14~-13+53a
* Weapon
ws3m,m20,15(20)i20~21 i28~41-8+21a (+11a)
* Homing
* Balcony Break
* Power up in Heat: 20 damage and +20a(+10a) on hit
* Jail from 1st attack
ws4m14i11~12-5+6
* Enter PHX r23 with F or 4 on hit or block
SS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
SS.2,1M, m12, 23,i22~23-15+35d (-23d)
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
SS.1+2m21i25~26+2+49a
* Spike
* Weapon
* 6 Chip Damage on block
* 8 Chip Damage on block in heat
* Side step takes 9f, effective startup i34~35
FC.df+2L18i19~20-12+3c
* Weapon
High crush 1~20
GAR.1m18i15~17-12~-10+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) Chip damage on block
* 6 (7) Chip damage on block in heat
* -11 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
Low crush 1~23 fs24~26
GAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
Low crush 1~49
GAR.2,2m, m,M20, 6,25i26~27 i3~4-17+13d (-4d)
* Tornado
* Weapon
* Combo from 1st hit
Low crush 1~26 fs27~29
GAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
Low crush 1~29 fs30~32
GAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
Low crush 1~31 fs32~34
PHX.1M,m,t16,15,10i21-14+0d
* Transition to attack throw on front standing hit
* -9 on block if after absorbing an attack in power crush state
* 6 Chip Damage on block after absorbing an attack in power crush state
* 7 Chip Damage on block while in heat after absorbing an attack in power crush state
* On hit regain recoverable health
* +4d on side or BT hit
Power crush 7~20
PHX.2,1m, M12, 23,i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain recoverable health
* Combo from 1st hit with 4f delay
* Input can be delayed 16f
* Move can be delayed 10f
PHX.2,2m, m,t12, 8,18,i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block without throw
* Side switch on hit
PHX.2,H.1+2m, m12, 32,i23~24+4+25a(-1a)
* Combo from 1st hit
* 9 Chip Damage on block
PHX.3L8i21-26-3c
* Stagger on block
PHX.3,2L, m,m8, 18,20(36),i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
PHX.3,1+2L, m,M8, 10,18,i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24?? on block (? + ?)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
,Low crush 41~54 fs55~57
PHX.1+2m,m10,23i23~24 i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 Chip Damage on block
* 12 Chip Damage on block in heat
* On hit regain recoverable health
PHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 Chip Damage on block
* 8 Chip Damage on block in Heat
Low crush 18~39 fs40~42
PHX.H.2+3m42i15~16+8+0
* Floor Break
* Increases ZAN gauge by 1.12? on hit
* Increases ZAN gauge by 0.62? on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* 9 Chip Damage on block
WOL.1sm23i18~27-20~-11+8~+17
* Weapon
* Transition to r22? PHX on hit
WOL.2sm,t30,70i25~40-38~-23+14d (-44) / +0d
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
WOL.3M20i27~28-15~-14+61a (+45)
* Tornado
,Low crush 1~52 fs53~55
WOL.4
Actionable after 15f
1+3t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Opponent recovers in FUFA state
2+4t35i12~14-5+0d
* Homing
* Throw break 1 or 2
* Can be done from FC
* Side switch on hit and on throw break
* Opponent recovers in FUFT
Back Throwt50+0d
* Unbreakable
* Opponent recovers in FUFA
Left Throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
Right Throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
uf+1+2t40i12~14-5+0d
* Throw break 1+2
* Can be done from FC
* Opponent recovers in FDFA