CHARACTERS/FRAME DATA
Vitality10000
Move Name | Frame
| Recovery
| C Can be canceled by a special move, Drive Impact, Drive Rush or Super Art SA Can only be canceled by a Super Art SA2 Can only be canceled by a level 2 or 3 Super Art SA3 Can only be cancled by a level 3 Super Art or Critical Art * Can only be canceled by specific attacks | Damage | In addition to the regular combo scaling, any unique scaling that an attack has is displayed here Initial Scaling Scaling added when the first hit of the combo lands Combo Scaling Scaling added after the second hit of the combo lands Immediate Scaling Scaling added to the attack itself after the second hit of the combo lands Multiplier Scaling Scaling value that is multiplied by subsequent combo scaling values when incorporated into a combo. | Drive Gauge Increase
| Drive Gauge Decrease
| Super Art Gauge Increase | Displays the attack hitbox properties. H High level attacks that can be blocked standing or crouching M Mid level overhead attacks that must be blocked standing L Low level attacks that must be blocked crouching T Throws that cannot be blocked P Projectile attacks | Miscellaneous | ||||
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Normal Moves | ||||||||||||||
Standing Light Punch
| 4 | 4-5 | 9 | 4 | -1 | C | 300 |
| 250 | -500 | -2000 | 300 | High | Can be rapid canceled |
Standing Light Kick
| 4 | 4-6 | 10 | 3 | -1 | C | 300 |
| 250 | -500 | -2000 | 300 | High | |
Standing Medium Punch
| 6 | 6-8 | 14 | 5 | 1 | C | 600 | 1500 | -3000 | -4000 | 500 | High | ||
Standing Medium Kick
| 8 | 8-10 | 17 | 6 | -3 | 600 | 2000 | -4000 | -6000 | 700 | High | 2 frames of recovery added when the attack misses | ||
Standing Heavy Punch
| 9 | 9-11 | 21 | 1 | -4 | C | 800 | 2000 | -5000 | -8000 | 1000 | High | ||
Standing Heavy Kick
| 13 | 13-20 | 18 | -1 | -5 | 800 | 3000 | -6000 | -10000 | 1000 | High | Forces a juggle state when hitting a mid-air opponent | ||
Crouching Light Punch
| 5 | 5-7 | 7 | 5 | -1 | C | 300 |
| 250 | -500 | -2000 | 300 | High | Can be rapid canceled |
Crouching Light Kick
| 5 | 5-7 | 8 | 3 | -1 | 200 |
| 250 | -500 | -2000 | 300 | Low | Can be rapid canceled | |
Crouching Medium Punch
| 6 | 6-9 | 13 | 4 | 1 | C | 600 | 1500 | -3000 | -4000 | 500 | High | ||
Crouching Medium Kick
| 7 | 7-9 | 18 | -1 | -5 | C | 500 |
| 1000 | -2000 | -4000 | 600 | Low | |
Crouching Heavy Punch
| 12 | 12-14 | 21 | 5 | -6 | SA | 900 |
| 2500 | -5000 | -8000 | 1000 | High | 2 frames of recovery added when the attack misses |
Crouching Heavy Kick
| 9 | 9-11 | 24 | D | -11 | 900 | 3000 | -4000 | -10000 | 1000 | Low | Knockdown time extended when attack lands as a counter or Punish Counter | ||
Jumping Light Punch (During a jump) | 4 | 4-8 | 3 frame(s) after landing | 300 | 500 | -1500 | -2000 | 300 | Mid | |||||
Jumping Light Kick (During a jump) | 5 | 5-9 | 3 frame(s) after landing | 300 | 500 | -1500 | -2000 | 300 | Mid | |||||
Jumping Medium Punch (During a jump) | 9 | 9-13 | 3 frame(s) after landing | C | 600 | 1000 | -3000 | -4000 | 500 | Mid | Forces a juggle state when hitting a mid-air opponent | |||
Jumping Medium Kick (During a jump) | 7 | 7-12 | 3 frame(s) after landing | 500 | 1000 | -2500 | -4000 | 500 | Mid | |||||
Jumping Heavy Punch (During a jump) | 8 | 8-10, 14-16 | 3 frame(s) after landing | 800 | 2000 | -4000 | -5000 | 1000 | MidMid | Forces a slam knockdown when hitting a mid-air opponent on the 2nd attack | ||||
Jumping Heavy Kick (During a jump) | 10 | 10-14 | 3 frame(s) after landing | 800 | 2000 | -4000 | -5000 | 1000 | Mid | Forces a slam knockdown when hitting a mid-air opponent when transitioning from Wing Stroke or Arabian Skyhigh | ||||
Unique Attacks | ||||||||||||||
Run | 0 | 0 | 0 | 0 | 0 | Movement can be stoppped from frames 2 - 60 | ||||||||
Backup (During Run) | 8 | 8-17 | 17 | 7 | -10 | 800 | 2000 | -3000 | -7500 | 1000 | Low | Considered airborne from frames 1 - 17 | ||
Tempest Moon (During Run) | 16 | 16-17, 22-24 | 21 | 3 | -4 | 1200 |
| 2000 | -2500 | -5000 | 1000 | High | Can be affected by air currents from frames 1 - 15 | |
[Air Current Boosted]Tempest Moon (from Run when coming in contact with an air current) | 9 | 9-11, 33-34,38-40 | 22 | D | -5 | 1400 |
| 2500 | -7000 | -10000 | 600 | High | Considered airborne from frames 20 - 35 | |
Flapping Spin
| 8 | 8-9, 24-25 | 18 | 1 | -3 | C | 600 | 1500 | -1500 | -5000 | 500 | High | Forces a juggle state when hitting a mid-air opponent on the 1st attack | |
Beak Assault
| 22 | 22-24 | 21 | 3 | -3 | 800 | 2000 | -5000 | -5000 | 1000 | Mid | Can be affected by air currents from frames 4 - 25 | ||
Crescent Kick
| 16 | 16-19 | 20 | 2 | -3 | 900 |
| 3000 | -6000 | -10000 | 1000 | High | 3 frames of recovery added when the attack misses | |
Blitz Strike (During a forward jump) | 10 | 10-14 | 3 frame(s) after landing | C | 850 |
| 2000 | -4000 | -5000 | 1000 | Mid | Can transition to a mid-air special move from frames 12 - 23 when the attack hits or is blocked | ||
Aerial Shot (During a neutral jump) | 8 | 8-12 | 3 frame(s) after landing | 800 | 2000 | -4000 | -5000 | 1000 | Mid | Forces a juggle state when hitting a mid-air opponent | ||||
Rising Kick
| 13 | 13-16 | 36 | D | -20 | C | 400 |
| 2000 | -1000 | -10000 | 600 | High | |
Side Flip
| 32 total frames | 0 | 0 | 0 | 0 | 0 | Can transition to Front Flip from frames 18 - 24 | |||||||
Front Flip (During Side Flip) | 8 frame(s) after landing | 0 | 0 | 0 | 0 | 0 | Considered airborne from frames 11 - 43 | |||||||
Special Moves | ||||||||||||||
L Spinning Mixer
| 8 | 8, 16-17, 22-23 | 19 | 2 | -3 | SA3 | 700 |
| 2000 | -3000 | -5000 | 800 | High | Attack properties changed by air currents are active from frames 2 - 17 |
[Air Current Boosted] L Spinning Mixer (when coming in contact with an air current) | 6 | 6, 12-14, 18-20,25-27,31-33,38-40,44-46,51-53,57-59 | 15 | 4 | 2 | SA3 | 1000 |
| 900 | -5000 | -2000 | 800 | High |
|
M Spinning Mixer
| 8 | 8,9-10,13-14,20-21,25-26 | 11 frame(s) after landing | D | -45 | SA3 | 800 |
| 2000 | -7500 | -5000 | 700 | High | Invincible to mid-air attacks from frames 6 - 10 |
[Air Current Boosted] M Spinning Mixer (when coming in contact with an air current) | 5 | 5,6-7,10-11,16-17,21-22,29-30,34-35,41-42,46-47,53-54,58-59 | 15 frame(s) after landing | D | -78 | SA3 | 1400 | 2000 | -7500 | -5000 | 300 | High | Considered airborne from frames 10 -97 | |
H Spinning Mixer
| 6 | 6-7, 10-12, 16-18, 23-25, 30-32, 37-39 | 14 frame(s) after landing | D | -55 | 1200 | 2000 | -5000 | -5000 | 1000 | High | Invincible to mid-air attacks from frames 6 - 12 | ||
[Air Current Boosted] H Spinning Mixer (when coming in contact with an air current) | 5 | 5-7, 9-11, 15-17, 22-24, 28-30, 33-35,38-40,43-45,49-51 | 14 frame(s) after landing | D | -83 | 1800 | 2600 | -5000 | -5000 | 1000 | High | Invincible to mid-air attacks from frames 6 - 12 | ||
OD Spinning Mixer
| 6 | 6, 7-8, 11-13, 16-19, 22-25, 28-31, 34-37, 40-43, 46-48 | 15 frame(s) after landing | D | -42 | 1400 |
| 0 | -7500 | 0 | 1000 | High | Completely invincible from frames 1 - 8 | |
[Air Current Boosted] OD Spinning Mixer (when coming in contact with an air current) | 4 | 4, 5-6, 9-11, 14-17, 20-23, 26-29, 32-35, 38-41, 44-47,50-53,56-59 | 15 frame(s) after landing | D | -72 | 1400 |
| 0 | -8750 | 0 | 650 | High | Completely invincible from frames 1 - 8 | |
L Eagle Spike
| 15 | 15-27 | 31 | D | -36 | 1100 | 2000 | -4000 | -6000 | 1000 | High | Attack properties changed by air currents are active from frames 4 - 15 | ||
[Air Current Boosted] L Eagle Spike (when coming in contact with an air current) | 14 | 14-26 | 33 | D | -24 | 1300 | 2000 | -4000 | -6000 | 1000 | High | Considered airborne from frames 9 - 38 | ||
M Eagle Spike
| 21 | 21-33 | 26 | D | -36 | 1300 | 2000 | -6000 | -8000 | 1100 | High | Attack properties changed by air currents are active from frames 6 - 28 | ||
[Air Current Boosted] M Eagle Spike (when coming in contact with an air current) | 17 | 17-31 | 50 | D | -15 | 1500 | 2000 | -6000 | -8000 | 1100 | High | Considered airborne from frames 17 - 45 | ||
H Eagle Spike
| 26 | 26-38 | 27 | D | -36 | 1500 | 2000 | -8000 | -10000 | 1200 | High | Attack properties changed by air currents are active from frames 6 - 31 | ||
[Air Current Boosted] H Eagle Spike (when coming in contact with an air current) | 17 | 17-31 | 50 | D | -15 | 1500 | 2000 | -8000 | -10000 | 1200 | High | Considered airborne from frames 17 - 45 | ||
OD Eagle Spike
| 21 | 21-33 | 26 | D | -36 | 1000 |
| 0 | -8000 | -8000 | 1000 | High | Attack properties changed by air currents are active from frames 6 - 30 | |
[Air Current Boosted] OD Eagle Spike (when coming in contact with an air current) | 18 | 18-31 | 22 | D | -24 | 1300 | 0 | -8000 | -8000 | 1000 | High | Considered airborne from frames 12 - 40 | ||
L Whirlwind Shot
| 17 | 52 total frames | -1 | -9 | SA3 | 600 | 1000 | -2500 | -3000 | 600 | High - Projectile | Transition to variation attack by releasing the button between frames 29 and 48 | ||
L Whirlwind Shot(Charged)
| 34 | 5 | 0 | SA3 | 900 | 1000 | -2500 | -3000 | 600 | High - Projectile |
| |||
L Whirlwind Shot(Longest possible button hold)
| 53 | 16 | 8 | SA3 | 1000 | 1000 | -2500 | -3000 | 600 | High - Projectile | After technique is finished, an air current that lasts 60 frames will be generated | |||
M Whirlwind Shot
| 17 | 52 total frames | -1 | -9 | SA3 | 600 | 1000 | -2500 | -3000 | 600 | High - Projectile | Transition to variation attack by releasing the button between frames 29 and 48 | ||
M Whirlwind Shot(Charged)
| 34 | 5 | 0 | SA3 | 900 | 1000 | -2500 | -3000 | 600 | High - Projectile |
| |||
M Whirlwind Shot(Longest possible button hold)
| 53 | 16 | 8 | SA3 | 1000 | 1000 | -2500 | -3000 | 600 | High - Projectile | After technique is finished, an air current that lasts 60 frames will be generated | |||
H Whirlwind Shot
| 17 | 52 total frames | -1 | -9 | SA3 | 600 | 1000 | -2500 | -3000 | 600 | High - Projectile | Transition to variation attack by releasing the button between frames 29 and 48 | ||
H Whirlwind Shot(Charged)
| 34 | 5 | 0 | SA3 | 900 | 1000 | -2500 | -3000 | 600 | High - Projectile |
| |||
H Whirlwind Shot(Longest possible button hold)
| 53 | 16 | 8 | SA3 | 1000 | 1000 | -2500 | -3000 | 600 | High - Projectile | After technique is finished, an air current that lasts 60 frames will be generated | |||
OD Whirlwind Shot
| 17 | 52 total frames | D | -2 | SA2 | 700 |
| 0 | -2500 | -3000 | 600 | High - Projectile | Transition to variation attack by holding the button for 36 frames | |
OD Whirlwind Shot(Charged)
| 44 | D | 10 | SA2 | 1200 |
| 0 | -2500 | -3000 | 600 | High - Projectile | After technique is finished, an air current that lasts 60 frames will be generated | ||
L Arabian Cyclone (During a forward jump) | 15 | 15-17 | 28 | D | -9 | SA3 | 800 | 2000 | -4000 | -8000 | 600 | High - Projectile | Can transition to branching attacks from frames 21 - 22 | |
M Arabian Cyclone (During a forward jump) | 20 | 20-22 | 26 | D | -7 | SA3 | 900 | 2000 | -5000 | -8000 | 600 | High - Projectile | Can transition to branching attacks from frames 26- 27 | |
H Arabian Cyclone (During a forward jump) | 27 | 27-29 | 69 total frames | D | -2 | SA3 | 1000 | 2000 | -6000 | -8000 | 600 | High - Projectile | Can transition to branching attacks from frames 33 - 34 | |
OD Arabian Cyclone (During a forward jump) | 20 | 20-22 | 53 total frames | D | -10 | SA2 | 800 |
| 0 | -6000 | -6500 | 600 | High - Projectile | Can transition to branching attacks from frames 26 - 27 |
Wing Stroke (During Arabian Cyclone) | 6 frame(s) after landing | 0 | 0 | 0 | 0 | 0 | Considered airborne from frames 22 - 61 | |||||||
Rolling Assault (During Arabian Cyclone) | 33 total frames | 0 | 0 | 0 | 0 | 0 | Can transition to branching attacks from frames 17 - 20 | |||||||
Nail Assault (During Rolling Assault) | 17 | 17-19 | 26 | D | -9 | SA3 | 600 |
| 2000 | -5000 | -5000 | 300 | High | |
L Arabian Cyclone
| 13 | 13-21 | 3 frame(s) after landing | 600 | 2000 | -4000 | -9000 | 500 | High | Can be affected by air currents from frames 1 - 13 | ||||
M Arabian Cyclone
| 18 | 18-26 | 3 frame(s) after landing | D | 700 | 2000 | -5000 | -9000 | 500 | High | Can be affected by air currents from frames 1 - 18 | |||
H Arabian Cyclone
| 21 | 21-29 | 3 frame(s) after landing | D | 800 | 2000 | -6000 | -9000 | 500 | High | Can be affected by air currents from frames 1 - 21 | |||
OD Arabian Cyclone
| 13 | 13-21 | 3 frame(s) after landing | D | 1500 | 0 | -7000 | -9000 | 1000 | High | Can be affected by air currents from frames 1 - 13 | |||
Super Arts | ||||||||||||||
SA1 Super Rashid Kick
| 9 | 9-15 | 76 | D | -53 | 2100 | 0 | -2500 | -5000 | 0 | High | Invincible to strikes and throws from frames 1 - 16 | ||
SA2 Ysaar
| 11 | 33 total frames | D | 33 | 1000 |
| 0 | -5000 | -10000 | 0 | High - Projectile | An air current is generated during the attack's entire active frame duration and for 100 frames after the active frames are finished | ||
SA3 Altair
| 11 | 11-28 | 82 | D | -75 | 4000 | 0 | -7500 | -15000 | 0 | High | Completely invincible from frame 1 to frame 16. | ||
CA Altair (when under 25% vitality) | 11 | 11-28 | 82 | D | -75 | 4500 | 0 | -10000 | -20000 | 0 | High | Completely invincible from frame 1 to frame 16. | ||
Throws | ||||||||||||||
Riding Glider (When near opponent) | 5 | 5-7 | 23 | D | 1200 |
| 2000 | 0 | -10000 | 2000 | Throw | Properties change to the following when the attack lands as a Punish Counter: | ||
Sunset Drop (When near opponent) | 5 | 5-7 | 23 | D | 1200 |
| 2000 | 0 | -10000 | 2000 | Throw | Properties change to the following when the attack lands as a Punish Counter: | ||
Desert Slider (During a jump) (When near opponent) | 5 | 5-7 | 3 frames of recovery upon landing | D | 1200 |
| 2000 | 0 | -10000 | 2000 | Throw | Properties change to the following when the attack lands as a Punish Counter: | ||
Common Moves | ||||||||||||||
Forward Dash | 19 total frames | 0 | 0 | 0 | 0 | 0 | Transitions to Run on frame 13 | |||||||
Backward Dash | 25 total frames | 0 | 0 | 0 | 0 | 0 | Invincible to throws from frame 1 to frame 15. | |||||||
Drive Impact: Eagle Edge
| 26 | 26-27 | 35 | D | -3 | 800 |
| 0 | -5000 | -15000 | 0 | High | Super Armor for 2 hits from frames 1 - 27 | |
Drive Reversal: Eagle Slash (When blocking or during a successful Drive Parry) | 20 | 20-22 | 26 | D | -8 | 500 | 0 | 0 | 0 | 0 | High | Recoverable damage | ||
Drive Parry
| 1 | *1-8 | 29 | * | 0 | 0 | 0 | 0 | 0 | Can be canceled from the 4th frame via Drive Rush | ||||
Perfect Parry (strike)
| 1 | 1 | 0 |
| Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame | |||||||||
Perfect Parry (projectile)
| 1 | 10 | 0 |
| Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame | |||||||||
Parry Drive Rush (During a Drive Parry) | 45 total frames | * | 0 |
| 0 | 0 | 0 | 0 | Screen freeze occurs on the 10th frame | |||||
Cancel Drive Rush (While connecting with a special-cancelable move) | 46 total frames | * | 0 |
| 0 | 0 | 0 | 0 | Screen freeze occurs on the 9th frame |