Meiling

j.2A

StartupActiveRecoveryTotalRight blockWrong blockOn hitDamageSpirit DamageHitstop on hit (self / opp.)Hitstop on block (self / opp.)HitstunBlockstunUntech
12 f12–13, 22–2311 f34 fn/an/an/a600 ×2 · 1000 total-2 orbs (wrong block) / -1 orb (air block)10 / 1010 / 10n/an/a45
Damage per hit600 ×2
Total vs dummy1000 (corner hit run)

Hit properties: the same for all 2 hits.

Startup 12 fActive 4 f (12–13, 22–23)Recovery 11 fTotal 34 fGap 8 f
Skill/spell
Normals
  • Hitstop on hit 10 / 10
  • Hitstop on block 10 / 10
  • Untech 45
  • Must block high 12–13, 22–23 f
  • Skill/spell cancel 12–34 (hit/block, estimate)
  • Normal cancel → j.B normals, j.C normals 12–34 (hit/block, estimate)
  • Counter-hit state 1–23 f