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| |[[Image:WNC10.png]] | | |[[Image:WNC10.png]] |
| |[[Image:WNC11.png]] | | |[[Image:WNC11.png]] |
| |}
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| {|
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| | Standing || Start Up || Active || Recivery (whiff) || Recovery(hit) || Hitstun || Adv || Cancelable? || Notes || || || || || ||
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| |-
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| | CL LP || 2 || 12 || 5 || 12 || 8 || -4 || C/N/S || Jump cancelable on 3rd frame of 2nd hit(arm all the way up), Cancels from c.LP and itself. CPS to s/c.hp || || || || || ||
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| |-
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| | Far LP || 6 || 5 || 5 || 6 || 8 || 2 || C/N/S || Jump cancelable on 3rd frame of attack frame, Cancels from c.LP and itself. CPS to s/c.hp || || || || || ||
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| |-
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| | CL HP || 10 || 14 || 21 || 30 || 16 || -14 || - || || || || || || || Legend
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| |-
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| | Far HP || 7 || 12 || 12 || 25 || 16 || -9 || - || || || || || || || N = Normal chain ok
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| |-
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| | CL LK || 5 || 6 || 5 || 9 || 8 || -1 || C/N || Cancels from c.LK and itself, CPS to s/c.hk || || || || || || S = Special cancel ok
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| |-
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| | Far LK || - || - || || - || - || - || - || || || || || || || C = CPS Chain ok
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| |-
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| | CL HK || 8 || 6 (2[6]2[6]2) || 9 || 15 || 16 || 1 || - || || || || || || || [] = frames between next active hitbox
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| |-
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| | Far HK || - || - || - || - || - || - || - || || || || || || || * = After active frame(s) For calculating total move time
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| |-
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| | || || || || || || || || || || || || || ||
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| |-
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| | Crouching || || || || || || || || || || || || || ||
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| |-
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| | LP || 4 || 5 || 5 || 9 || 8 || -1 || C/N/S || Cancels from s.LP and itself, CPS to s/c.hp || || || || || ||
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| |-
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| | HP || 7 || 7 || 18 || 22 || 16 || -6 || - || || || || || || ||
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| |-
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| | LK || 3 || 9 || 6 || 10 || 8 || -2 || N || Cancels from s.LK and itself || || || || || ||
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| |-
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| | HK || 8 || 6 (2[6]2[6]2) || 17 || 18 || 16 || -2 || - || KD so that's block advantage, on meaty up to -1 || || || || || ||
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| |-
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| | || || || || || || || || || || || || || ||
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| |-
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| | Air || || || || || || || || || || || || || ||
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| |-
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| | LP || 6 || 32 || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow || || || || || ||
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| |-
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| | Moving LP || 4 || All || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow || || || || || ||
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| |-
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| | HP || 4 || 9 || 8 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +9 somehow || || || || || ||
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| |-
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| | N LK || 5 || All || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow || || || || || ||
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| |-
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| | Moving LK || 5 || All || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow || || || || || ||
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| |-
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| | N HK || 6 || 10 || 8 || - || 8 || 8 || - || || || || || || ||
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| |-
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| | Moving HK || 6 || 10 || 8 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow || || || || || ||
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| |-
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| | Air Dash || 14 || - || - || - || - || - || - || Time before you can act || || || || || ||
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| |-
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| | || || || || || || || || || || || || || ||
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| |-
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| | Specials || || || || || || || || || || || || || ||
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| |-
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| | Projectile LP || 14 || - || 0 || 0 || 24 || 27 || - || Based on closest possible impact near ground slowdown makes this harder to tell but that's the real number || || || || || ||
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| |-
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| | Projectile HP || 25 || - || 0 || 0 || 24 || 27 || - || Based on closest possible impact near ground slowdown makes this harder to tell but that's the real number || || || || || ||
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| |-
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| | Dash Punch || 6 || 12 || 11 || 22 || 18 || -4 || - || on meaty up to +9 || || || || || ||
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| |-
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| | Dive attack LK || 11 || All || 0 || 0 || 18 || 13 || || Based on lowest possible hit to ground || || || || || ||
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| |-
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| | Dive attack HK || 11 || All || 0 || 0 || 18 || 13 || || Based on lowest possible hit to ground || || || || || ||
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| |-
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| | || || || || || || || || || || || || || ||
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| |-
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| | Hypers || || || || || || || || || || || || || ||
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| |-
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| | The thing || 27 || - || 29 || 29 || 16 || -45 || - || Based on point blank input and last hit || || || || || ||
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| |} | | |} |
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