The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.
Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.
Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.
Recovery - The duration of frames in which the move is no longer active.
Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.
Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.
Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).
Invuln - Invulnerability properties will be described here.
5P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
---|---|---|---|---|---|---|---|
2 | 3 | 4 | +2 | 8 | LH | - | |
Standard jab. Quite fast, chains into roundhouse. | |||||||
j.P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
---|---|---|---|---|---|---|---|
4 | 10 | 3 | - | 25 | H | - | |
Jag sticks his arm out at a moderate angle. Really generic. No reason to use or not use it. | |||||||
j.2P Overhead Throw | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
---|---|---|---|---|---|---|---|
2 | 6 | 6 | - | 50 | H | - | |
Overhead Throw. One of the best moves in the game, period. Invincible to high moves on startup1), hits in a circle around him, always causes a wall hit, does plenty of damage. Use the threat of an Overhead Throw to prevent an opponent from trying to attack you in the air, as it'll beat basically anything they do. It even passes right through Gargoyle's Rising Talon if your timing is right! Plus, it's safe when blocked really low to the ground. Mix up the timing to prevent anti-airs. | |||||||
214P Concussion Cannon | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
---|---|---|---|---|---|---|---|
6 | - | 14 | 0 | 26 | LH | - | |
Concussion Cannon. The best projectile outside of Katana's secret Fireball. You can control its speed so it always hits meaty on wakeup, its altitude so it can't be ducked, or both to beat jump-ins from long range. Throwing cannons over and over at full screen is a really ghetto tactic, but it works. Chains into any jagleap, links into roundhouse.2) | |||||||
236P Jaguar Leap (Air OK) | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
---|---|---|---|---|---|---|---|
1 | 1(4)10 | 5 | -7 | 30 | LH | 1-2 Full | |
Jag Leap. High priority, knocks down, doable in air, moves Jag forward quite a bit, but it DOES have some startup and lots of recovery. If it hits very late, it starts combos. Not a good move to use at close range, as random normals will stuff it3), but your key tool at midrange to threaten opponents who try and zone you. | |||||||