Youmu

214B214C

part of 214B

214B214C is pressed during 214B. Frame 1 is the first frame of 214B214C itself: with the press at the earliest point the game takes it (buffered from the frame after 214B connects), the frame 214B's hitstop ends. Startup, active, recovery, advantage and gaps count from there; 214B's own frames are on its page.

StartupActiveRecoveryTotalRight blockWrong blockOn hitDamageSpirit DamageHitstop on hit (self / opp.)Hitstop on block (self / opp.)HitstunBlockstunUntech
24 f24–3435 f69 f-24+8+221440 ×2 · 1899 total-4 orbs (wrong block) / -2 orbs (air block)10 / 1010 / 1051 f31 f60
Damage per hit1440 ×2
Total vs dummy1899 (corner hit run)

Hit properties: the same for all 2 hits.

Startup 24 fActive 11 fRecovery 35 fTotal 69 f
  • Hitstop on hit 10 / 10
  • Hitstop on block 10 / 10
  • Untech 60
  • Hitstun 51 f
  • Blockstun 31 f
  • Skill attack 24–34 f
  • Unreflectable 24–34 f
  • Crush on wrong block 24–34 f
  • Must block high 24–34 f
  • Counter-hit state 1–34 f