Frame List|ZEKU

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 9 3 2 2 1 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

5 2 16 8 2 14 8 V 6060 100100 0 / 30 High

Standing HP

H

12 2 20(*25) 2 -3 12 7 SCAV 8080 150150 0 / 50 High *Recovery increases by 5F on whiff.

Standing LK

L

4 4 7 4 3 3 2 SCAV 4040 7070 0 / 20 High

Standing MK

M

7 3 17 2 -3 10 5 V 6060 100100 0 / 30 High

Standing HK

H

12 4 19(*24) 3 -2 14 9 V 9090 150150 0 / 50 High *Recovery increases by 5F on whiff.

Crouching LP

(WHILE CROUCHING)

L

3 2 8 4 2 2 0 SCAV 2020 7070 0 / 20 High

Crouching MP

(WHILE CROUCHING)

M

6 3 14 5 1 10 6 SCAV 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 3 20(*25) 1 -5 12 6 CAV 8080 150150 0 / 50 High Triggers Crush Counter (+21F)
*Recovery increases by 5F on whiff.

Crouching LK

(WHILE CROUCHING)

L

5 2 8 3 2 1 0 V 2020 7070 0 / 20 Low

Crouching MK

(WHILE CROUCHING)

M

7 3 16 2 -3 9 4 V 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

10 11 20 D(*3) -13 D(*15) 6 V 9090 150150 0 / 50 Low Triggers Crush Counter (D*+13F)
Final 4 active frames causes grounded hitstun
*When hitting on active frame 8F

Jumping LP

(DURING JUMP)

L

5 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

8 2 6060 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

8 2 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

5 6 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

7 4 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 4 9090 150150 0 / 50 Mid

Standing LP (from Idaten)

L

4 2 11 1 -1 S*CA* 3030 7070 0 / 20 High S*CA*Only when used from the 1st hit

Standing MP (from Idaten)

M

5 2 21 1 -3 S*CA* 5050 8080 0 / 20 High S*CA*Only when used from the 1st hit

Standing HP (from Idaten)

H

12 2 26 -4 -8 S*CA* 6060 100100 0 / 30 High S*CA*Only when used from the 1st hit

Standing LK (from Idaten)

L

5 4 9 1 0 S*CA* 4040 7070 0 / 20 High S*CA*Only when used from the 1st hit

Standing MK (from Idaten)

M

8 4 23 -3 -8 S*CA* 5050 8080 0 / 20 High S*CA*Only when used from the 1st hit

Standing HK (from Idaten)

H

12 4 25 -3 -8 S*CA* 6060 100100 0 / 30 High S*CA*Only when used from the 1st hit

Crouching LP (from Idaten)

(WHILE CROUCHING)

L

3 2 10 2 0 S*CA* 2020 7070 0 / 20 High S*CA*Only when used from the 1st hit

Crouching MP (from Idaten)

(WHILE CROUCHING)

M

6 3 19 -2 -4 S*CA* 5050 8080 0 / 20 High S*CA*Only when used from the 1st hit

Crouching HP (from Idaten)

(WHILE CROUCHING)

H

10 3 26 -5 -9 S*CA* 6060 100100 0 / 30 High S*CA*Only when used from the 1st hit

Crouching LK (from Idaten)

(WHILE CROUCHING)

L

5 2 10 1 0 S*CA* 2020 7070 0 / 20 Low S*CA*Only when used from the 1st hit

Crouching MK (from Idaten)

(WHILE CROUCHING)

M

8 3 21 -4 -8 S*CA* 5050 8080 0 / 20 Low S*CA*Only when used from the 1st hit

Crouching HK (from Idaten)

(WHILE CROUCHING)

H

10 11 26 D -18 S*CA* 6060 100100 0 / 30 Low S*CA*Only when used from the 1st hit
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Kubi Kudaki

+

H

22 2 22 1 -6 8080
*
100100
*
0 / 30 Mid

Kaeshi Saiha

H

H

10 2 25 D -8 D 7 S*CA*V 6060 100100 0 / 50 High S*CA*Only on hit

Kaeshi Urasaiha

+

H

+

H

9 1 28 D -10 D 7 S*CA*V 6060 100100 0 / 50 High S*CA*Only on hit

Kagerou

H

H

M

M

14 2 31 D CA* 8080
*
150150 V-Gauge 0 / 100
0 / 50
High On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides
CA*Only on hit

Urakagerou

+

H

+

H

M

M

14 2 31 D CA* 8080
*
150150 V-Gauge 0 / 100
0 / 50
High On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides
CA*Only on hit

Sankaku Tobi

(DURING JUMP NEAR WALL)

Hassou Tobi

(DURING WALL JUMP, NEAR THE WALL)
Button strength changes the travel distance

Bushin Shidenkyaku

(DURING WALL JUMP, NEAR THE WALL)
27 Until landing 4 frame(s) after landing 9090 150150 0 / 50 Mid Buttons strength changes the movement distance

Bushin Soukosou

M

H

13 2 24 -2 -6 12 8 S*CA*V 5050 100100 0 / 30 High S*CA*Only on hit

Bushin Gokusanken - Ni

L

M

5 3 22 -3 -7 5050 8080 0 / 20 High

Bushin Gokusanken - San

L

M

H

11 4 30 D -11 7070
*
100100
*
0 / 60 High

Bushin Gokusanken - Shu

L

M

H

H

16 7 27 D -16 8080 100100 0 / 50 High

Bushin Gokusanage

L

M

H

+

H

7 2 29 D 100100 200200 0 / 80 Throw Can only be performed from the first HP hit of Bushin Gokusanken - San
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Tesso

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 D 140140 150150 0 / 80 Throw

Raiju

(CLOSE TO OPPONENT)+

L

L

5 3 17 D 160160 150150 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Tenpo Kari

M

M

14 2 31 D -7 CA 9090
*
150150 V-Gauge 0 / 100 High On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides

Bushinryu Shingekiko

H

H

1 5 V-Gauge -600 / 0 V-Gauge Timer + 1500F
Will be able to use Idaten

Toushi

(DURING GUARD)+

LMH

12 2 24 2 -2 4040 00 V-Gauge -300 / 0 High 1F - 16F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Bushin Sho

+

L

12 6 20 D -4 S*CA 6060 150150 20 / 30 High S*Can be canceled into Shukumyo on hit only

M Bushin Sho

+

M

18 6 16 D -2 S*CA 9090
*
150150
*
20 / 30 High Hit anywhere during the active frames causes 2 hits
S*Can be canceled into Shukumyo on hit only

H Bushin Sho

+

H

24 6 15 D 2 S*CA 120120
*
200200
*
20 / 30 High Hit anywhere during the active frames causes 3 hits
S*Can be canceled into Shukumyo on hit only

EX Bushin Sho

+
23 6 21 (crumple) 2 S* 8080 150150 -300 / 0 High S*Can be canceled into Shukumyo on hit only

L Hozanto

+

L

12 6 12(*22) D -6 S*CA 6060 150150 20 / 30 High Upper body invincibility to airborne attacks from 1F - 17F
*Recovery increases by 10F on whiff.
S*Can be canceled into Shukumyo on hit only

M Hozanto

+

M

22 6 13 D -6 S*CA 7070 150150 20 / 30 High Upper body projectile invincibility from 8F - 27F
S*Can be canceled into Shukumyo on hit only

H Hozanto

+

H

26 5 14 D -6 S*CA 9090 150150 20 / 30 High Upper body projectile invincibility from 7F - 30F
S*Can be canceled into Shukumyo on hit only

EX Hozanto

+
16 9 14 D -6 S* 100100
*
150150 -300 / 0 High Upper body projectile invincibility from 7F - 19F
2nd hit occurs only if 1st hit connects
2nd hit can be jump cancelled
S*Can be canceled into Shukumyo on hit only

L Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+

L

4 2 6 frame(s) after landing D S* 120120 200200 0 / 80 Throw Throws only airborne opponents
Combos only when performed from EX Hozanto jump cancel
S*Can be canceled into Shukumyo on hit only

M Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+

M

5 2 6 frame(s) after landing D S* 130130 200200 0 / 80 Throw Throws only airborne opponents
Combos only when performed from EX Hozanto jump cancel
S*Can be canceled into Shukumyo on hit only

H Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+

H

6 2 6 frame(s) after landing D S* 140140 200200 0 / 80 Throw Throws only airborne opponents
Combos only when performed from EX Hozanto jump cancel
S*Can be canceled into Shukumyo on hit only

EX Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+
4 2 6 frame(s) after landing D S* 160160 200200 -300 / 0 Throw Throws only airborne opponents
S*Can be canceled into Shukumyo on hit only

Hayagake

+
69 total frames 00 00 Each branch move can be performed from 9F

EX Hayagake

+
40 total frames 00 00 -300 / 0 9F - 21F full invincibility
Each branch move can be performed from 10F

Tozetsu

+

L

15 total frames 00 00

Ashikari

+

M

9 9 27 D -21 S* 100100 120120 0 / 30 Low S*Can be canceled into Shukumyo on hit only

Gekkou

+

H

22 4 24 D -5 S* 120120
*
150150
*
0 / 50 Mid 3F - 21F S*Can be canceled into Shukumyo on hit only

EX Tozetsu

+

L

12 total frames 00 00 1F - 3F full invincibility

EX Ashikari

+

M

9 9 27 D -21 S* 130130 200200 Low 1F - 3F full invincibility
S*Can be canceled into Shukumyo on hit only

EX Gekkou

+

H

22 4 24 D -2 S* 150150
*
200200
*
Mid 3F - 21F 1F - 3F full invincibility
S*Can be canceled into Shukumyo on hit only

Shukumyo

+
25 total frames 00 00 Changes into Old Zeku

VIdaten

(DURING V-TRIGGER)

H

H

25 total frames 00 00 Uses all of the V-Gauge Timer
16F - 17F projectile & throw invincibility
3F - 15F full invincibility
Can be canceled from V-Trigger cancellable moves
While active, Zeku can perform chain combos using unique moves, in the order of LP -> LK -> MP -> MK -> HP -> HK (standing or crouching)
Bushin Seiryukyaku can be performed during Idaten, or during the chain combo

Bushin Seiryukyaku

(DURING IDATEN, OR DURING AN IDATEN ATTACK)

H

H

14 5 21 D -2 CA 160160 200200 0 / 30 High 4F - 17F
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Batsuzan Gaisei

+
1+3 8 47 D -33 340340 00 -900 / 0 High 1F - 11F full invincibility

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 9 3 2 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

5 2 16 8 2 V 6060 100100 0 / 30 High

Standing HP

H

12 2 20(*25) 2 -3 SCAV 8080 150150 0 / 50 High *Recovery increases by 5F on whiff.

Standing LK

L

4 4 7 4 3 SCAV 4040 7070 0 / 20 High

Standing MK

M

7 3 17 2 -3 V 6060 100100 0 / 30 High

Standing HK

H

12 4 19(*24) 3 -2 V 9090 150150 0 / 50 High *Recovery increases by 5F on whiff.

Crouching LP

(WHILE CROUCHING)

L

3 2 8 4 2 SCAV 2020 7070 0 / 20 High

Crouching MP

(WHILE CROUCHING)

M

6 3 14 5 1 SCAV 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 3 20(*25) 1 -5 CAV 8080 150150 0 / 50 High Triggers Crush Counter (+21F)
*Recovery increases by 5F on whiff.

Crouching LK

(WHILE CROUCHING)

L

5 2 8 3 2 V 2020 7070 0 / 20 Low

Crouching MK

(WHILE CROUCHING)

M

7 3 16 2 -3 V 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

10 11 20 D(*3) -13 V 9090 150150 0 / 50 Low Triggers Crush Counter (D*+13F)
Final 4 active frames causes grounded hitstun
*When hitting on active frame 8F

Jumping LP

(DURING JUMP)

L

5 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

8 2 6060 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

8 2 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

5 6 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

7 4 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 4 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Kubi Kudaki

+

H

22 2 22 1 -6 8080
*
100100
*
0 / 30 Mid

Kaeshi Saiha

H

H

10 2 25 D -8 S*CA*V 6060 100100 0 / 50 High S*CA*Only on hit

Kaeshi Urasaiha

+

H

+

H

9 1 28 D -10 S*CA*V 6060 100100 0 / 50 High S*CA*Only on hit

Kagerou

H

H

M

M

14 2 31 D CA*V* 8080
*
150150 V-Gauge 0 / 100
0 / 50
High On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides
CA*V*Only on hit

Urakagerou

+

H

+

H

M

M

14 2 31 D CA*V* 8080
*
150150 V-Gauge 0 / 100
0 / 50
High On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides
CA*V*Only on hit

Sankaku Tobi

(DURING JUMP NEAR WALL)

Hassou Tobi

(DURING WALL JUMP, NEAR THE WALL)
Button strength changes the travel distance

Bushin Shidenkyaku

(DURING WALL JUMP, NEAR THE WALL)
27 Until landing 4 frame(s) after landing 9090 150150 0 / 50 Mid Buttons strength changes the movement distance

Bushin Soukosou

M

H

13 2 24 -2 -6 S*CA*V 5050 100100 0 / 30 High S*CA*Only on hit

Bushin Gokusanken - Ni

L

M

5 3 22 -3 -7 5050 8080 0 / 20 High

Bushin Gokusanken - San

L

M

H

11 4 30 D -11 7070
*
100100
*
0 / 60 High

Bushin Gokusanken - Shu

L

M

H

H

16 7 27 D -16 8080 100100 0 / 50 High

Bushin Gokusanage

L

M

H

+

H

7 2 29 D 100100 200200 0 / 80 Throw Can only be performed from the first HP hit of Bushin Gokusanken - San
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Tesso

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 D 140140 150150 0 / 80 Throw

Raiju

(CLOSE TO OPPONENT)+

L

L

5 3 17 D 160160 150150 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Tenpo Kari

M

M

14 2 31 D -7 CA*V* 9090
*
150150 V-Gauge 0 / 100 High On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides
CA*V*Only on hit

Karura Tenzan

H

H

1+5 8 39 D -28 140140
*
150150
*
V-Gauge -600 / 0
0 / 62
High 7F - 35F V-Gauge Timer + 2000F
1F - 13F projectile & throw invincibility
1F - 13F invincible to mid-air attacks
Subject to counter hit during move duration
On hit, transforms into Old Zeku and performs an additional strike
Hold forward on hit to switch sides

Toushi

(DURING GUARD)+

LMH

12 2 24 2 -2 4040 00 V-Gauge -300 / 0 High 1F - 16F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Bushin Sho

+

L

12 6 20 D -4 S*CAV 6060 150150 20 / 30 High S*Can be canceled into Shukumyo on hit only

M Bushin Sho

+

M

18 6 16 D -2 S*CAV 9090
*
150150
*
20 / 30 High Hit anywhere during the active frames causes 2 hits
S*Can be canceled into Shukumyo on hit only

H Bushin Sho

+

H

24 6 15 D 2 S*CAV 120120
*
200200
*
20 / 30 High Hit anywhere during the active frames causes 3 hits
S*Can be canceled into Shukumyo on hit only

EX Bushin Sho

+
23 6 21 (crumple) 2 S*V 8080 150150 -300 / 0 High S*Can be canceled into Shukumyo on hit only

L Hozanto

+

L

12 6 12(*22) D -6 S*CAV 6060 150150 20 / 30 High Upper body invincibility to airborne attacks from 1F - 17F
*Recovery increases by 10F on whiff.
S*Can be canceled into Shukumyo on hit only

M Hozanto

+

M

22 6 13 D -6 S*CAV 7070 150150 20 / 30 High Upper body projectile invincibility from 8F - 27F
S*Can be canceled into Shukumyo on hit only

H Hozanto

+

H

26 5 14 D -6 S*CAV 9090 150150 20 / 30 High Upper body projectile invincibility from 7F - 30F
S*Can be canceled into Shukumyo on hit only

EX Hozanto

+
16 9 14 D -6 S*V 100100
*
150150 -300 / 0 High Upper body projectile invincibility from 7F - 19F
2nd hit occurs only if 1st hit connects
2nd hit can be jump cancelled
S*Can be canceled into Shukumyo on hit only

L Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+

L

4 2 6 frame(s) after landing D S* 120120 200200 0 / 80 Throw Throws only airborne opponents
Combos only when performed from EX Hozanto jump cancel
S*Can be canceled into Shukumyo on hit only

M Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+

M

5 2 6 frame(s) after landing D S* 130130 200200 0 / 80 Throw Throws only airborne opponents
Combos only when performed from EX Hozanto jump cancel
S*Can be canceled into Shukumyo on hit only

H Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+

H

6 2 6 frame(s) after landing D S* 140140 200200 0 / 80 Throw Throws only airborne opponents
Combos only when performed from EX Hozanto jump cancel
S*Can be canceled into Shukumyo on hit only

EX Bushin Sangoku Otoshi

(DURING VERTICAL OR FORWARD JUMP)(CLOSE TO OPPONENT IN AIR)+
4 2 6 frame(s) after landing D S* 160160 200200 -300 / 0 Throw Throws only airborne opponents
S*Can be canceled into Shukumyo on hit only

Hayagake

+
69 total frames 00 00 Each branch move can be performed from 9F

EX Hayagake

+
40 total frames 00 00 -300 / 0 9F - 21F full invincibility
Each branch move can be performed from 10F

Tozetsu

+

L

15 total frames 00 00

Ashikari

+

M

9 9 27 D -21 S* 100100 120120 0 / 30 Low S*Can be canceled into Shukumyo on hit only

Gekkou

+

H

22 4 24 D -5 S* 120120
*
150150
*
0 / 50 Mid 3F - 21F S*Can be canceled into Shukumyo on hit only

EX Tozetsu

+

L

12 total frames 00 00 1F - 3F full invincibility

EX Ashikari

+

M

9 9 27 D -21 S* 130130 200200 Low 1F - 3F full invincibility
S*Can be canceled into Shukumyo on hit only

EX Gekkou

+

H

22 4 24 D -2 S* 150150
*
200200
*
Mid 3F - 21F 1F - 3F full invincibility
S*Can be canceled into Shukumyo on hit only

Shukumyo

+
25 total frames 00 00 Changes into Old Zeku

Karura Tenzan

(DURING V-TRIGGER II)

H

H

10 8 39 D -28 140140
*
150150
*
0 / 62 High 11F - 39F Uses all of the V-Gauge Timer
1F - 17F projectile & throw invincibility
1F - 17F invincible to mid-air attacks
Subject to counter hit during move duration
On hit, transforms into Young Zeku and performs an additional strike
Hold forward on hit to switch sides
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Batsuzan Gaisei

+
1+3 8 47 D -33 340340 00 -900 / 0 High 1F - 11F full invincibility