Tekken7 Blog Geese Howard

Biography

Intoroduce About Geese Howard Fighting way and Combo Guideline Geese Howard is a fictional character in various fighting game series, most notably in the “Fatal Fury” and “The King of Fighters” series by SNK. He is also known for making guest appearances in other fighting games, including the “Tekken” series. Here are some key aspects about Geese Howard:

Believing in the darwinistic principle of strength, Geese craves all forms of power, be it physical and mental prowess to money and other assets. He made his debut in Tekken 7 as a DLC character.

Fighting Style By @ThatBlastedSalami
Geese

Geese is said to be an expert martial artist who utilizes a personal style derived from his own teachings in Japanese martial arts. One of his main influences is that of Aikijujutsu, a defensive martial arts style with several throws, counter throws and locks. Because of its defensive nature, it is a style that is limited to Atemi-Waza striking attacks.

Hakkyokuseiken is a fictional Chinese martial art within the SNK universe taught to him by his former teacher Thung Fu Rue, that specializes in the cultivation and harnessing of qi. Skilled martial artists are said to have a great deal of internal power that comes with the style, including being able to channel their own qi to utilize as attacks. The affinity that he displays with his qi are themed after the wind and the skies, including a consistent sky blue color emanation, flowing yet slicing forms of energy, and being able to channel down lightning in his more powerful attacks. Geese is one three students of Tung Fu Rue that are prominent practitioners of this martial art.

Though Geese is from the USA, his extensive practice of such martial arts has led nearly all of his techniques to be written and spoken out in Japanese. Via his codifying 2/3-way counter throws, some games may or may not allow Geese to even reverse physical supers/rage arts.

Combo By @wondagame6160
Geese Howard Special Move for Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2, 1+2Sm, (MAX )1515+2+11+11
3h1016~17-8~-7±0~+1±0~+1
3, 3h, m10,1016~17-13±0CS
4 or BT 3 or 4h1716~17-3~-2KNDKNDTail Spin, Homing
1+2m2014-14KNDKND
f+1m1224~25-17~-16-4~-3-4~-3
f+1, 1+2m, (MAX )1224+2~+3+15~+16+15~+16
f+2mh5,1020,32~33-14~-13SHSH
f+2 (Second hit only)h1022~23-14~-13SHSH
f+2, 1+2mh, (MAX )5,1020,32+2~+3SHSH
f+2When con, nects1mh, h5,10,1520,32-9KNDKND
f+3h1523~25+1~+3+20~+22kg+20~+22kg
f+3, 1+2h, (MAX )1523~25+5~+7+24~+26kg+24~+26kg
f+4m2119-13KNDCS
f+1+2m1524~25 js10~-9KNDKND
d/f+1m1013~14-1~±0+7~+8+7~+8
d/f+1, 1m, h10,813~14-2+4+4
d/f+1, 4m, m10,2113~14-13KNDCS
d/f+2m1718~19-5~-4+14~+15kgKNDTail Spin, Homing
d/f+3l1115-13-2-2
d/f+3, 4l, m11,1415-13-2KND
d/f+3, 4~2l, m11,2515+2KNDKND
d/f+3, 4~3l, h11,1515+1~+3+20~+22kg+20~+22kg
d/f+3, 4~3, 1+2l, h, (MAX )11,1515+5~+7+24~+26kg+24~+26kg
d/f+4m1514-7+4+4
d/b or d+1 or FC+d/b or d+1 BT d+1 or 2Sm510s cs4or1~-5+6+6
d/b or d+1, 1+2Sm, (MAX )510 cs4or1~-1+10g+10
d/b or d+2 or FC+2l1314s cs6or1~-14-3-3
d/b or d+3 or FC+3l1215s cs6or1~-12-2-2
d+3, 1l, Sm12,515 61~s-9+2+2
d+3, 1, 1+2l, Sm, (MAX )12,515 61~-1+10g+10
d/b or d+4 or FC+4 BT d+3 or 4l, (Special)1517~18s cs6or1~-31-5~-4KND
d/b or d+4, 1+2l(MAX )1417~18 cs6or1~+15~+16gKND
d+1+2l2024~25s cs6~-18~-17KNDKND
b+1h1012~13-7~-6+4~+5+4~+5
b+1, 2h, m10,1812~13-7+4KND
b+2m2324+2KNDKND
b+3m1114~15-12-1+2~+3
b+3, 2m, m11,1514~15-15~-14KNDKND
b+3, 2, 1+2m, m, (MAX )11,1514~15+2~+3KNDKND
b+4l1019-13-4-2
b+4, 4l, h10,1719-3~-2+16~+17kgKNDTail Spin
f, f, f+1m2615~16 (18~)-8~-7KNDKND
WS+1m1213~14-8~-7+3~+4+3~+4
WS+1, 1+2m, (MAX )1213~14-3~-2+8~+9+8~+9
WS+2m1018-14-3-3
WS+2 When hit F+2m, (throw)10,10,1018LaunchLaunch
WS+3h1715~16-3~-2+16~+17kgKNDTail Spin
WS+4m1811-5+6+6
FC+d/f+1m2015-14Launch (JG?)Launch (JG?)
SS+3l1819(28~)-12+6KND
Jump 1m109 (14~37) js1~-21~+2-11~+12-11~+12
Jump 2mm10,109,21 (14~37, 26~) js1~-12~±0~±0~
Jump 2 (Second hit miss)m109 (14~37) js1~-17~+7-7~+17-7~+17
Jump 3m107 (12~37) js1~-23~+2-13~+12-13~+12
Jump 4m1511 (16~37) js1~-14~+7-4~+17-4~+17
Back to wall b, b, u/bm2529~45 js1-12~+4KNDKND
1+3+4(Special)29~45 1
qcf+1Sm1419~-13~-5~-5~
qcf+2Sm x 210,819~,43~-19~-8~-8~
qcb+1h2015-15KNDKND
qcb+2h1020-15-5-5
qcb+2, 1h, m10,1520-15KNDKND
qcb+2, 3h, m10,2020-8~-6sKNDKND
qcb+2, 4h, l10,20s cs18~-18~-17KNDKND
hcb+3Smh10,1522~30,40 pc8~-9KNDKNDPower Crush
hcb+4Smmm10,5,1222~30, 40,58 pc8~-14KNDKNDPower Crush
Jump qcb+1 or 2Sm (TJ)1417~(~) js1~-34~-23~-23~
f+1+2, qcb+1 or 2m (TJ), Sm (TJ)15,1417~(~) 1~-27~KNDKND
1+2+3(MAX)17~(~) 1~
MAX qcf+1+2Sm x 210,1019~,42~+1~KNDKND
MAX qcb+1+2h1019-12-2-2
MAX qcb+1+2, 1h, m10,1019-2KNDKNDWall Bounce
MAX qcb+1+2, 3h, m10,2019-8~-6sKNDKND
MAX qcb+1+2, 4h, l10,20s cs18~-18~-17KNDKND
MAX hcb+3+4Smmm10,5,1222~30 ,40,58 pc8~-2KNDKNDPower Crush
MAX Jump qcb+1+2Sm1417~(~) js1~-34~-23~-23~
MAX f+1+2, qcb+1+2m (TJ), Sm (TJ)15,1417~(~) 1~+4~KNDKND
qcf, qcf+1+2Sm x 513*510~+1~KNDKND
d/b, hcb, d/f+1+2Sm439~-18LaunchLaunch
1, 2, 1, 2h, m, m, Sm x 57,10,15,13*5-10+1~KNDKND
Geese Howard Special Move for Basic Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2Sm1315-13-4-4
3h1016-8±0±0
4h1716-3KNDKNDTail Spin, Homing
f+1m1224-17-4-4
f+2mh5,1020,32-14SHSH
f+3h1523+1+20kg+20kg
f+4m2119-13KNDCS
d/f+1m1013-1+7+7
d/f+2m1718-5+14kgKNDTail Spin, Homing
d/f+3l1115-13-2-2
d/f+4m1514-7+4+4
d/b or d+1 or FC+d/b or d+1Sm510s cs4or1~-5+6+6
d/b or d+2 or FC+2l1314s-14-3-3
d/b or d+3 or FC+3l1215s-11-2-2
d/b or d+4 or FC+4l1517s-31-5KND
b+1h1012-7+4+4
b+2m2324+2KNDKND
b+3m1114-9+2+2
b+4l1019-13-4-2
u/b or U/F(Special)js5~
U(Special)js9~
WS+1m1213-8+3+3
WS+2m1018-14-3-3
WS+3h1415-8KNDKNDTail Spin
WS+4m1811-5+6+6
SS+1h710(11~)+1+8+8
SS+2Sm1515(16~)-13-4-4
SS+3l1819(28~)-12+6KND
SS+4h1716(17~)-3KNDKNDTail Spin, Homing
BT 1 or 2h710+1+8+8
BT 3 or 4h1716-3KNDKNDTail Spin, Homing
BT d+1 or 2Sm510s cs4or1~-5+6+6
BT d+3 or 4l1417s-31-5KND
Last updated 13.09.2018

Tekken7 Blog About Akuma

Biography

Intoroduce about Akuma Fighting Method and Tactics for Combo Guideline. Akuma  is also known as Gouki “Great Demon”, “Great Devil” or “Great Ogre” in Japan, Akuma is Special Guest Character in Tekken 7 fron the Street Fighter series and its UDON Comics adaptation. Known for his sheer power with the Satsui no Hadō, Akuma has clashed multiple times with his brother, Gouken, and is the killer of their master, Goutetsu. Akuma was first revealed at the Tekken World Tour 2015 Grand Finals as one of the new characters for Fated Retribution.

Fighting Style By @ThatBlastedSalami

As Akuma is originally from Street Fighter, he possesses the elements of his fighting style that are associated with that series. His trademark attacks are the staples of all the practitioners of his fighting style: the Gohadoken (a wave of spirit energy fired from the hands that acts as a ranged attack; Akuma can also imbue the attack with thermal energy, creating the Shakunetsu Hadoken), the Goshoryuken (a rising reverse-hand uppercut that can hit one or three times), and the Tatsumaki Zankukyaku (a move where the user spins themselves through the air with their leg outstretched, kicking their opponent several times). Of the practitioners of his style, he also possesses unique moves such as the Zanku Hadoken (a jumping variation of the Hadoken that the user throws at an angle as he descends) and Ashura Senku (a move that allows the user to phase forward or backwards, immune to attack until they cease). He also possesses a diving kick called the Tenma Kujinkyaku that allows him to stop his forward momentum in air and come down with a sharp kick from above.

Combo By @wondagame6160
Akuma For Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage 1, 1, b or f+3, 2m(Throw)5516 pc1~Throw(KND)Throw(KND)Rage art
1 or f+1h710+1+8+8
1, 1h, h7,710-3+4+4
1, 2h, m7,2010-17~-16KNDKND
2 or f+2Sm1515~16-9~-80~+10~+1
3 or b+3h1415-8+3+3
4h1214~15-13~-12+2~+3+2~+3
4, 3h, h12,1714~15-5~-4+19kKNDTail spin, Homing
1+2 or WS+1+2h1431 pc8~-20-8-8Power crush
1+2, f, f (Cancel)h14315 pc8~-5+7+7
1+2, b, b (Cancel)h14315 pc8~-15-3-3
1+2, *h2040 pc8~-11CSCSPower crush
1+2*, f, f (Cancel)h20405 pc8~+4CS(21)CS(21)Power crush
1+2*, b, b (Cancel)h20405 pc8~-6CS(11)CS(11)Power crush
1+2, (Hold long as possible)*h!2565 pc8~54CSCSCSPower crush
1+2 (Hold long as possible)*, f, f (Cancel)h2565 pc8~CS(21)CS(21)CS(21)Power crush
1+2 (Hold long as possible)*, b, b (Cancel)h2565 pc8~CS(11)CS(11)CS(11)Power crush
f+3m1617-4+7+7
f+4h2016~17-5~-4KNDKNDTail spin, Homing
f+1+2mm8,1720,32-8s+7s+7s
f+1+2 (Second hit miss)m520
f+3+4m (TJ)(TPORT)2022~23a js9~-9~-8+2~+3+2~+3Homing
d/f+1m1013~14-4~-3+7~+8+7~+8
d/f+1, 1m, h10,713~14-3+6+6
d/f+1, 2m, mm10,5,1513~14-13s+7s+7s
d/f+1, 2 (Third hit miss)m, m10,513~14
d/f+2m1016~17-7~-6+3~+4+3~+4
d/f+2, 1m, m10,1016~17-18~-17Launch (JG?)Launch (JG?)
d/f+2, 4m, m10,1316~17-1100
d/f+2, 4, 3m, m, m10,13,2316~17-17~-16KNDKND
d/f+3m1412-9+1+1
d/f+4m2419-16KNDKND
d/f+1+2m2020 pc8~-14KNDKNDPower crush
d/b or d+1 or FC+1Sm (TC)510s cs4or1~-5+6+6
d/b or d+1, 2 or FC+1, 2Sm (TC), Sm (TC)5,6s js1~-13-2-2
d/b or d+2 or FC+2Sm (TC)612s cs4or1~-4+7+7
d/b or d+3 or FC+3 (Close)l (TC)1015s cs6or1~-13-4-4
d/b or d+3 or FC+3l (TC)715s cs6or1~-13-4-4
d/b or d+4 or FC+4l (TC)1717~18s cs6or1~-27KNDKND
b+1h1214~15-14~-13KNDKND
b+2m1823~24-9~-8+8~+9CSHoming
b+4l1520~21-13~-12+1~+2+1~+2
f, F+2m1415(16~)-14-2-2
f, F+2:1m, m14,2015(16~)-13~-12KNDKND
f, F+4m2320~21 (21~)0~+1+2~+3s+2~+3s
f, f, f+1h3016~17 (19~)+6~+7 (+17~+18 wc)KNDKNDWall Crush
f, f, f+3m (TJ)3026~31 (29~) js6~+4~+9KNDKND
WR+4l (TJ)2320~26 (53~)-24~-18KNDKND
WS+1h1213-5+6+6
WS+2m1715~16-15~-14Launch (JG?)Launch (JG?)
WS+3m1213-7+5CS
WS+4m1011~12-9~-8+2~+3+2~+3
WS+4, 4m, m10,2011~12-15~-14-5~-4sTUD
Vertical jump 1m (TJ)107(16~43) js1~-25~+2-15~+12-15~+12
Vertical jump 2m (TJ)159(18~43) js1~-18~+7-8~+17-8~+17
Vertical jump 3m (TJ)107(16~43) js1~-25~+2-15~+12-15~+12
Vertical jump 4m (TJ)159(18~43) js1~-18~+7-8~+17-8~+17
Forward or backward jump 1m (TJ)109(14~40) js1~-23~+4-13~+14-13~+14
Forward or backward jump 2m (TJ)159(14~40) js1~-18~+9-8~+19-8~+19
Forward or backward jump 3m (TJ)107(12~40) js1~-26~+2-16~+12-16~+12
Forward or backward jump 4m (TJ)157(13~40) js1~-20~+9-10~+19-10~+19
Top of forward jump d+3m (TJ)1413~ (13~34) js1~+4~+11g+9s~+16s+9s~+16s
qcf+1 or qcf+2Sm1219~-13~-5~-5~
qcf+1, 1+2, f, fSm1219~+7?~+15~+15~
hcb+1Sm1228~-12~-4-4
hcb+2Sm x 39,9,933~,41,49-1~KNDKND
f, d, d/f+1Sm1510a cs6~-26Launch (JG?)Launch (JG?)
f, d, d/f+1, 1+2f, fSm1510a cs6~+1Launch (JG?)Launch (JG?)
f, d, d/f+2Sm x 36,6,2011,23,35a cs6~7-34 (~16?a)Launch (JG?)Launch (JG?)
f, d, d/f+2, 1+2f, f (Only first hit)Sm611a cs6~70~+14
f, d, d/f+2, 1+2f, f (Only two first hits)Sm x 26,611,23a cs6~7+?Launch (JG?)Launch (JG?)
f, d, d/f+3(or 4)(Special) (TJ)(DFLIP)11,23 6~7
DFLIP nl234~10 (51~)-24~-18KNDKND
DFLIP 1h157~ (34~46) js1~-4~+7KNDKND
DFLIP 2m2016~20 (52~55) js1~-9~-5sKNDKND
DFLIP 3m1714~ (41~52) js1~-10~+1+24k+24kTail spin, Homing
DFLIP 4Sm1512~ (44~52) js1~+4~+7g+16~+19s+16~+19s
DFLIP qcf+1+2Sm, Sm10,1010,23 js1~-14~+20+0~+32+0~+32
DFLIP 1+3 or 2+4h(Throw)30(32~)Throw(KND)
qcb+3h (TJ)1015 js9~-15KNDKNDTail spin
qcb+4Sm (TJ), h x 313,6,6,610,25,44,54a js13~-15KNDKND
Jump qcf+1 or 2Sm1018(~) js1~-21~-11~-11~
Jump qcb+3 or 4Sm1013(~) js1~-9~+2KNDKND
f, d, d/f+3+4 or b, d, d/b+3+4(Special)5inv
qcf+1+2Sm, Sm10,1019~+1~KNDKND
hcb+1+2Sm x 312,12,1228~,36,44+9~KNDKND
f, d, d/f+1+2Sm x 36,6,2311,23,35a-34Launch (JG?)Launch (JG?)
f, d, d/f+1+2 (On counter)Sm, (throw)7,8,9,9,911,,,Throw(Launch)
qcb+3+4Sm x 410,10,10,2010,24,39,44 js10~-8 / -18KNDKNDTail spin
Jump qcf+1+2Sm, Sm10,1010,23 js1~-13~+20+4~+32+4~+32
Jump qcb+3+4Sm1013~ js1~-4~+9KNDKND
TPORT(f+3+4) qcf+1+2m (TJ), Sm x 2(TPORT)20,10,10js1~-5~-1+5~+9+5~+9
TPORT(f+3+4) qcb+3+4m (TJ), Sm x 3(TPORT)20,6,6,20js1~-15KNDKND
TPORT(f+3+4) qcb+3+4 (Third hit miss)m (TJ), Sm x 2(TPORT)20,6,6js1~-25KNDKND
TPORT(f+3+4) qcb+3+4 (second and third hit miss)m (TJ), Sm(TPORT)20,61~-35KNDKND
qcf, qcf+1+2Sm x 558(20*5)10~,,,,+2~KNDKND
Akuma For Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2Sm1515-900
3h1415-8+3+3
4h1214-13+2+2
b+1h1514~15-14~-13?KNDKND?
b+2m2123-8+8KNDHoming
b+3h1415-8+3+3
b+4l1520-13+1+1
f+1h710+1+8+8
f+2Sm17?15-900
f+3m1817-4+7+7
f+4h2016-17-5~-4KNDKNDTail spin, Homing
f, F+1h710(11~)+1+8+8
f, F+2m1416?(17?~)-13?-1?-1?Wall bounce
f, F+3m1817(18~)-8+2+2
f, F+4m2320?(~)+2+4s+4s
d+1Sm (TC)510-5+6+6
d+2Sm (TC)612-4+7+7
d/b or d+3 (Close)l (TC)?1015-11-2-2
d/b or d+3 (Far)l (TC)?615-11?-2?-2?
d+4l (TC)1717~?-26~?KNDKND
d/b+1Sm (TC)510-5+6+6
d/b+2Sm (TC)612-4+7+7
d/b or d+3 (Close)l (TC)?1015-11-2-2
d/b or d+3 (Far)l (TC)?615-11?-2?-2?
d/b+4l (TC)2017~?-26~?KNDKND
FC+1Sm (TC)510-5+6+6
FC+2Sm (TC)612-4+7+7
FC+3 (Close)l (TC)?1015-11-2-2
FC+3 (Far)l (TC)?615-11?-2?-2?
FC+4l (TC)2017~?-26~?KNDKND
WS+1h1213-5+6+6
WS+2m1715-15?Launch (JG?)Launch (JG?)
WS+3m1713-10+2KND
WS+4m1011-9+2+2
d/f+1m1013-4+7+7
d/f+2m1016-7+3+3
d/f+3m1412-9+1+1
d/f+4m2419-16KNDKND
Vertical jump 1m (TJ)1019(~)+?
Vertical jump 2m (TJ)2019(~)(~)
Vertical jump 3m (TJ)1019(~)(~)(~)+?
Vertical jump 4m (TJ)2019(~)(~)(~)(~)+
Forward jump 1m (TJ)(~)-?+?+?
Forward jump 1 (Close to ground)m (TJ)(~)
Forward jump 2m (TJ)15(~)(~)+3?+14?+14?
Forward jump 2 (Close to ground)m (TJ)15(~)(~)(~)+7+17+17
Forward jump 3m (TJ)(~)
Forward jump 3 (Close to ground)m (TJ)(~)+2+12+12
Forward jump 4m (TJ)15(~)(~)+3?+14?+14?
Forward jump 4 (Close to ground)m (TJ)15(~)(~)(~)+7+17+17
Forward jump Top of jump d+3m (TJ)14(~)(~)(~)+4~+sKND
SS+1h710(11~)+1+8+8
SS+2Sm1515(16~)-900
SS+3h1415(16~)-8+3+3
SS+4h1214(15~)-13+2+2
BT 1 or 2h208-8+3+3
BT 3 or 4h3310-8KNDKND
BT d+1 or 2Sm1010s-2+9+9
BT d+3 or 4l1210s-11+3+3

Tekken7 Blog Lucky Chloe

Biography

Lucky Chloe is Strong Character with Okizeme showing fighting method and Combo Guideline. She is revealed to be mischievous and childish, as seen in Eddy’s ending where she outsmarts Eddy by giving him a childish drawing after leading him to believe it was a note revealing Kazuya’s whereabouts. However, in both her own and Jack-7’s endings, she shows her bratty side as she forces Eddy to practice her signature poses for live shows and blames Jack-7 for Chloe herself accidentally bumping into him. She also shows no concern after witnessing Jack-7 falling off the G Corporation tower.

Fighting Style By @ThatBlastedSalami
Combo By @wondagame6160

Lucky Chloe fights using Freestyle Dance, a style that seems very visibly similar to that of Capoeira, both of which incorporates dancing into martial arts.

Lucky Chloe has fast attacks and a good mix up game, and while her attacks are generally quite weak, she has good combo options which allow her to rack up some big damage. Her range, however, is quite short, and she lacks in counter options and punishers, meaning she favors a more aggressive play style, keeping close to her opponent and applying constant pressure.

Lucky Chloe is unique in that her Rage Art can deal additional damage if the player correctly times their button presses in rhythm with the attacks landing on her opponent.

Lucky Chloe For Special Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage 3+4l (TC)50(or60or65)20 cs8~17 pc8~17-27KNDKNDRage art
in rage d/f+3+4 or FC+d/f+3+4 or BT+d/f+3+4mmm12,12,2517,46, 78~80+3~+5sLaunchLaunchRage art
in rage d/f+3+4Bm, mm12,12,2517,46, 78~80b-4~-2sLaunchLaunchRage art
in rage d/f+3+4, When hit 1+2mmm, h12,12,25,62(74)17,46, 78~80KNDKNDRage art
1 or BT 1 or 2h7(12)10+1+8+8
1, 2h, m7,1210-4+7+7
1, 2, 1h, m, m7,12,2010-11KNDKNDWall Bound
1, 2, 2h, m, m7,12,2010-4~-3+4~+5sKND
1, 2, 1+2h, m, hh7,12,12,2010-2~-1+13kgKND(+13kg)Homing
2h1012-4+7+7
2, 2h, h10,15 (25)12-12+4+4KND after proper timing
2, 3h, l, (TWISTL)12,1412-11+7s+7s
3m1415-7+4+9
3,Bm1415-7+4+4
3, 4m, m14,2015-14Launch (JG?)Launch (JG?)
4m1512-9+2+7
1+2 or BT 1+2hh6,2022~23, 30~31-2~-1+13kgKND(+13kg)Homing
f+2m1217-4+7+7
f+2, 1m, m12,2017-11KNDKNDWall Bound
f+2, 2m, m12,2017-4~-3+2~+3sKND
f+2, 1+2m, hh12,6,2017-2~-1+13kgKND(+13kg)Homing
f+3m1516~17-9~-8+5~+6+5~+6
f+4m (TJ)1427 js9~30-4+9s+9s
f+4, bm (TJ)1427b~js9,10,13~-4+9s+9s
f+4, 4m (TJ), m (TJ)14,10js15~-13KNDKND
f+4, 4, bm (TJ), m (TJ)14,10b js15~-9KNDKND
f+1+2h3227~29+7~+9KNDKNDWall Bounce
f+3+4mml14,11,1229~30a, 37~38, 70~73 js19~-11~-8+8~+11s (KND)+8~+11s (KND)
f+3+4, bmm14,1129~30a, 37~38, js19~-4~-3KNDKND
f+3+4, 3mm, m14,11,829~30a, 37~38, 70~71 js19~-17~-16sKNDKND
d/f+1m1313~14-1~0+7~+8+7~+8
d/f+1, 3m, l (TWISTL)13, 1413~14-11~-10+8~+9+8~+9
d/f+2m1415-13LaunchLaunch
d/f+2 or WS+2, When hit 4:3:1m, m, m, m14(20),20,10,2016KNDKND
d/f+3m1514-9+2+2
d/f+3, B(cancel)
d/f+3, 2m, m15,2114-6~-5+2~+3sLaunch
d/f+3, 3m, m15,2014-14~-13+7k+7kTail spin
d/f+4l (TJ)1925 js6~23-12+7sKND
d+2m171600KND
d+3+4 or d/b+3+4lll6,6,623~24, 33~34, 47s cs6~ar6~-13-2-2
d+3+4, 3+4lll, ll5,5,5,7,7s cs1~ ar1~-13~-120~+1s0~+1s
d+3+4:d+3+4lll, hml5,5,5,7,7,71~ 1~a,b-34-21s-21s
d+3+4:d+3+4, Flll, hml, (Special)5,5,5,7,7,71~ 1~,a-57-44s-44s
d+3+4:d+3+4, F, 3+4lll, hml, (Special), m (TJ)5,5,5,7,7,7,30js1~-8~-4KNDKND
d/b+1m2021 pc8~-13KNDKNDPower crush, Wall bound
d/b+4l (TC)1518 cs6~-14-3-2
d/b+4, 4l (TC), m (SCT)15,1518 6~-1+3+12
d/b+1+2m2025~26-16~-15Launch (JG?)Launch (JG?)
b+1m2517~19-11~-9KNDLaunch
b+2m2022-4KNDKND
b+3m1517-11+10kg+10kgTail spin, Homing
b+3, Bm1517b-8+13kg+13kgTail spin, Homing
b+4m1716-8+8CS
b+3+4(recover bt)js6
b+1+2hhhh5,5,5,1520,26,32, 40~42 pc8~19-8~-6KNDKNDPower crush
u/b+4! (TJ)6076~77 js48~TFUTFUTFU
u+3+4mm (TJ)5,1020 js9~-9KNDKND
u/f+3(u+3 or u/b+3)m (TJ)13(10,7)15~16 js9~-15~-14LaunchLaunch
u/f+4m1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
u/f+3+4m (TJ)1524~26 js11~-5~-3-8~-6s-8~-6s
u/f+3+4, 3m (TJ), l, (TWISTL)15,1727~29 11~-11+7s+7s
u/f+3+4, 3+4m (TJ), m (TJ)15,15js11~-3~-1+4~+6sKND
u/f+3+4, 3+4, 4m (TJ), m (TJ), m15,15,20js18~-16~-14sKNDKND
f, F+3m2518(19~)-6KNDKND
f, f, f+3m (TJ)2722~25 (25~) js3~+7~+10KNDKND
f, f, f+3+4l, l (TJ) (TC)15, 2323 js5, cs10-29KNDKND
f, f, f+3+4 (last hit only)l, l23-29KNDKND
WS+1m1014~15-5~-4+6~+7+6~+7
WS+1, 4m, m?10,1014~15-16LaunchLaunch
WS+2m2016-13LaunchLaunch
WS+3m (TC)2515~16 cs1~-12~-11KNDJG
WS+4m1511-3+8+8
FC+d/f+1l (TC)1518~19 cs1~-13~-12+4~+5sKND
FC+d/f+2m (TC)1821~22 cs1~20-7~-6+15~+16kgKNDTail spin, Homing
FC+d/f+4m2417~18-17~-16CSCS
SS+4l1921~22b (30~) cs6~-9~-8 (11b)+2~+3KND
1+2+3(Special)21~22 (30~) 6~
1+2+4(Special)21~22 (30~) 6~
d/b+3l, (TWISTL)1715-11+7s+7s
d/b+3 (After stance ends)l, (TWISTL)1715-32-13s-13s
d/b+3, bl, (TWISTL)1715b-25-6s-6s
d/b+3~4l, l17,1215-1300
TWISTL 1h1210+1+8+8
TWISTL 2m1718-7+5KND
TWISTL f+2m1527-4+7+7
TWISTL 3m2034~40+4~+10KNDKND
TWISTL 4m(SCT)2126-18-7-7
TWISTL 4, 3+4m, m21,20-3+5Launch
TWISTL d/b+4l (TC)1524-14+5s+5s
TWISTL d/b+4jl, (TWISTR)2328-13+4s+4s
TWISTL d/b+4j, 3l, l(TWISTL)23, 1228-1300
TWISTR 4m (BT)2420~21-8~-7CSCS
TWISTR d/b+3jl, (TWISTL)1720-11+7s+7s
f, F+4 or from special movem, (SCT)2123(24~)-1+3+12
SCT 4m (TJ)1526(27~)-4~-3KNDKND
SCT 4, 4m (TJ), m (TJ)15,25js15~+4~+5KNDKND
SCT 3+4m (TJ)20js23~-3~+1+5~+9Launch
SCT 3+4, 4m (TJ), m15,20js18~-16~-14sKNDKND
SCT d/b+4l (TC)13cs4~-16-5-2
BT 1h128~9+1~+2+8~+9+8~+9
BT 2m1718-7+5KND
BT 3m2015~16-44~-43 (~20a)-23~-22a-23~-22a
BT 3, 3+4m, m20,25js1~+1~+3KND(KND)KND
BT 4m (TJ)2423~25 js6~-10~-8sKNDKND
BT d/b or d or d/f+4l (TC)1819s cs4~-16-5-2
BT d+4, 4l (TC), m?, (SCT)18,1519 4~-1+3+12
BT d+3+4l2022 cs4~-18KNDKND
BT 3+4m (TJ)2028~32 js15~-3~+1+4~+8sKND
BT 3+4, 4m, m20,20js17~-16~-14sKNDKND
BT f+3+4(Special)?b ar1~
BT f+3+4, 3+4(Special), mm, (Special)17,2024,37~ar1~-45CSCS
BT f+3+4, 3+4, 3+4(Special), mm, (Special), m17,20,30ar1~+11g~+15g (+25g wc)KNDKNDWall crush
Lucky Chloe For Basic Move
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h1212-4+7+7
3m1415-7+4+4
4m1512-9+2+7
f+1h710+1+8+8
f+2m1217-4+7+7
f+3m1516~17-9~-8+5~+6+5~+6
f+4m (TJ)1427 js9~30-4+9s+9s
d/f+1m1313~14-1~0+7~+8+7~+8
d/f+2?1415-13Launch (JG?)Launch (JG?)
d/f+3m1514-9+2+2
d/f+4l (TJ)1925 js6~23-12+7sKND
d+1Sm (TC)510s cs4~-5+6+6
d+2m171600KND
d+3l (TC)1216s cs4~-17-3-3
d+4l (TC)713s-13-2-2
d/b+1m2021 pc8~-13KNDKNDPower crush
d/b+2Sm (TC)811s cs4~-4+7+7
d/b+3l, (TWISTL)1715-11+7s+7s
d/b+4l (TC)1518 cs6~-14-3-2
b+1m2517~19-11~-9KNDLaunch
b+2m2022-4KNDKND
b+3m1517-11+10kg+10kgTail spin, Homing
b+4m1716-8+8CS
u/b or u or u/f+1m (TJ)1218 js9~-8+3+3
u/b or u or u/f+2h1715~16-12~-11+9~+10g+9~+10g
u/f+3(u+3 or u/b+3)m (TJ)13(10,7)15~16 js9~-15~-14LaunchLaunch
u/b+4! (TJ)6076~77 js48~TFUTFUTFU
u+4m1515~16 js9~-13~-12KNDLaunch (JG?)
u/f+4m1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
WS+1m1014~15-5~-4+6~+7+6~+7
WS+2m2016-13Launch (JG?)Launch (JG?)
WS+3m (TC)2515~16 cs1~-12~-11KNDJG
WS+4m2411-3+8+8
FC+d/b or d+1Sm (TC)510s cs1~-5+6+6
FC+d/b or d+2Sm (TC)1011s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+d/b or d+4l (TC)1013s cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h1212-4+7+7
SS+3m1715-7+4+4
SS+4l1721~22b (30~) cs6~-9~-8 (11b)+2~+3KND
BT 1 or 2h128~9+1~+2+8~+9+8~+9
BT 3m2015~16-44~-43 (~20a)-23~-22a-23~-22a
BT 4m (TJ)3023~25 js6~-10~-8sKNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3l1210s cs1~-11+3+3
BT d/b or d or d/f+4l (TC)1819s cs4~-16-5-2