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| 236A || 7 || 16 || KD || / ||Counter. 24F recovery. | | 236A || 7 || 16 || KD || / ||Counter. 24F recovery. | ||
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| 2,8A ||24/40* || 27 || <span style="color: blue;">+9/+11*</span> || <span style="color: blue;">+8/+10*</span> ||Hard knockdown on air hit. *1=in air / vs standing Kyo. *2=vs standing/crouching Kyo. | | 2,8A ||24/40* || 27 || <span style="color: blue;">+9/+11*</span> || <span style="color: blue;">+8/+10*</span> ||Hard knockdown on air hit. The "2"-motion only needs 1F of input (no charge). *1=in air / vs standing Kyo. *2=vs standing/crouching Kyo. | ||
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| 2,8C ||24/38* || 24 || <span style="color: blue;">+7/+9*</span> || <span style="color: blue;">+6/+8*</span> ||Hard knockdown on air hit. *1=in air / vs standing Kyo. *2&3=vs standing/crouching Kyo. | | 2,8C ||24/38* || 24 || <span style="color: blue;">+7/+9*</span> || <span style="color: blue;">+6/+8*</span> ||Hard knockdown on air hit. The "2"-motion only needs 1F of input (no charge). *1=in air / vs standing Kyo. *2&3=vs standing/crouching Kyo. | ||
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| 623A || 11 || ? || <span style="color: red;">-4*</span> || <span style="color: red;">-5*</span> ||Straight angle. *=point blank (3 hits). | | 623A || 11 || ? || <span style="color: red;">-4*</span> || <span style="color: red;">-5*</span> ||Straight angle. *=point blank (3 hits). | ||
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== Special Attributes & Bugs == | == Special Attributes & Bugs == | ||
*Has no collision on back ukemi (can run through) | *Has no collision on back ukemi (can run through) | ||
*All of Jazu's jump | *All of Jazu's jump attacks cannot be saving shifted. (Thanks, kofxi_bot!) | ||
*Jazu's 63214K cannot hit against opponents who roll - they can always block. This behaves differently from all other ground projectiles. | *Jazu's 63214K cannot hit against opponents who roll - they can always block. This behaves differently from all other ground projectiles. | ||
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