Content
◈ Backstory ◈Overview ◈ Normal Moves ◈ Universal moves◈ Special moves
grave Stormborn the highly disciplined martial artist committed to improving his skills every day. he draws on the power of wind and lightning and he he was taught from a young age to only use his sword sparingly
- good zoning
- strong normals
- invulnerable reversal
- can go on the offense
- SWORD!


Health - 5
Charge Time(Super Meter ) - 11s Charge Time(Wind meter)-13s |
Pre-Jump Startup: 3F (universal)
Wakeup -38f (universal) |
Play Style
zoning, balanced

Normal Moves |
Knifehand
5A
A
you wanna bro?
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standard short range normal, can combo into itself on counter hit, can cancel into B or C on hit or block
Double palm
6A
fA
you wanna bro?
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good range poke, can combo into lighting cloud in many cases, very disadvantaged on block, standard short range normal, can combo into itself on counter hit, can cancel into B or C on hit or block
Sweep
4A
bA
#karate
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longest ranged normal in graves arsenal, causes knock down on hit, standard short range normal, can combo into itself on counter hit, can cancel into B or C on hit or block
Jump Kick
jA
jA
kick jump!
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standard jump in, ok anti air
Universal Moves |
Throw
4A+j or 5/6A+J
T(A+J)
or
+
up slap!
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just a standard throw, causes knockdown, back version switches sides with the opponent
Yomi Counter
5
no input
up slap!
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yomi counter by having no inputs in the buffer on active frame of opponents throw, causes knockdown and refills your super to maximum
Special Moves |
Lighting Cloud
B
B
acdc theme plays
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can be held for 21 frames, becomes the charged version on frame 22, ~-3 on block, -11 point blank
three different speeds via directional input, back(slow) neutral(medium) forward(fast)
Lighting Cloud(charged)
[B]
B(hold)
(hold)
NA NANANA NA
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only travels 1/3 screen distance, much larger hitbox makes air approaches difficult, causes knockdown on close hit
Sword Slice
C
C
sowrds!
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powerful reversal that is invincible from frames 1-29, invulnerability active frame 1 so can be used as a wakeup dp, requires good spacing to hit jump ins terribly unsafe on block, causes knockdown on hit
Hurricane
jB
jB
reap the whirlwind
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decent air to air, ends up between -2 and +2 on block in most cases. knocks down on hit, good at crossing up
Wind Summon
j5/6C
j u/f C
/
blow hard!
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summons forward wind for 4 seconds, pushes both players and projectiles in that direction, empowers lighting cloud and hurricane specials
Wind Summon(back)
j4C
jbC
the shap of winder
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summons back wind for 4 seconds, pushes both players and projectiles in that direction, empowers lighting cloud and hurricane specials
Empowered Moves |
lightning Cloud(empowered
5B
B
cloud chasers
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gains the charged cloud hitbox, destroys other projectiles, can still do the charged version for close range shennanigans
Hurricane(empowered
jB
jB
thunderstruck yeaeahah
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causes a ground bounce on hit that can be cancelled into super, has an additional lighting strike during the early active frames that covers the vertical space below grave.
Super Moves |
Dragonheart
5S
S
such heart many dragon
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great anti air 2 damage cinematic super, will whiff the cinematic and only do 1 damage at longer ranges, causes knockdown on hit, terribly unsafe on block
True Power of Storms
jS
jS
do you even storms m8?
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aerial counter/parry, will counter any strikes that hit during the huge active period, 2 damage cinematic that causes a knockdown