Master Ando Midori taught grave and Jana had a fight he's a careful honorable teacher who is able to take the form of a mighty dragon

  • strong grappling
  • DRAGONFORM!

 

Health - 7

Charge Time(Super Meter ) - 20s

Dragon Form Duration-14s*

Pre-Jump Startup: 3F (universal)

Wakeup -38f (universal)

*timer is paused during throw animations

Play Style

grappler, rushdown

 

Normal Moves

Chop

5A

A

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
9
8
10
+3

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decent normal, can cancel into Flurry of punches, can cancel into B or C on hit or block

Flurry of Punches

5AA

A,A

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
6
2(5)3(3)3
14
-5

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a multi hitting flurry, can be canceled into from neutral A, or after the first hit of forward A, is negative on block, causes chip damage

two hit strike

6A

fA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1(2)
1
7(7)8
11
+2

hits twice for 1 damage for each hit, has strong forward momentum, can cancel after first hit into flurry of punches

Sweep

4A

bA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
4
18
-1

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decent range sweep, causes knockdown on hit

Floating Axe Kick

j5A

j upA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
11
9
+~10

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decent air option, can add forward or backward momentum with directional input during animation

Jump Kick

j4/6A

jf/bA

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
7
2
+~10

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standard strong jump in option, can crossup, decent air to air

Universal Moves

Throw

4A+j or 5/6A+J

T(A+J)

or +

Grave neutral AGrave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
3
4
16
KD

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unlike other normal throws midori does 2 damage and causes a flipout instead of a knockdown, back version switches sides with the opponent., see frame data for specific advantage/disadvantage per character(you can still yomi counter or block after a successful throw)

Yomi Counter

5

no input

Grave neutral AGrave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
~
~
~
~

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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

Flying Kick

B

B

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
17
29
21
-13

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travels about 1/3 screen, knocks down on hit, easily punishable on block, can crossup a rising opponent

Parry

C

C

Grave neutral AGrave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
1
13
23
~

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a powerful parry that counters strikes, puts midori in an empowered state that will auto throw the opponent for 1 damage at short range on succesful parry, takes 1 frame to startup so cannot be used as a reversal on wakeup vs meaty attacks

Air Flying Kick

jB

jB

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
10
15
13(19)
~-26

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aerial version of ground B kick, good air to air, still highly punishable, use with caution

Butt Slam

jC

jC

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
23
28
9
~

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a high arcing jump followed by a downward arcing slam, good for reading opponents but very easily countered so be careful with not over using this

Super Moves

Dragon Form

S

S

Grave neutral A

over 9000

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
0+1
~
12
~

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Transforms you into a very powerful dragon form with an enhanced and altered move set for 15 seconds, throws pause this super count down

Dragon Form

jS

jS

Grave neutral A

midori ball Z

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
0+1
~
3
~

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Transforms you into a very powerful dragon form(but in the air) with an enhanced and altered move set for 15 seconds, throws pause this super count down

Dragon Form(recovery)

jS

jS

Grave neutral A

midori ball Z

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
0+1
~
12
~

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when your super meter runs out you transform back into human form, you are vulneralbe during the recovery period so plan your transformation accordingly

Normal Moves (Dragon Form)

Bow

5A

A

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
6
13
+1

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strong anti air move that can follow up into a second A

Take Flight

5AA

A,A

.

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
19
0
+2

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follow up to neutral A, leaves dragon midori airborne

Bite

6A

fA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
10
8
15
-2

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decent range move that follows up into a medium range projectile

Acid Spit

6A,A

fA,A

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
9
1
27
+1

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follow up from bite, is a projectile

Tail Sweep

4A

bA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
10
11
18
-8

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long range normal that causes a knockdown on hit

Claw Swipe

jA

jA

Grave neutral AGrave neutral A

up claw!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1(2)
6
8
1
~+16

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multi hitting air attack that is monstrous as a jump in and can air to air really well

Special Moves (Dragon Form)

Dragon Torpedo

B

B

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
27
0(15)
+4

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like the human form B but not trash, moves fast, is + on block, can cross up vs rising opponent, become airborne on frame 9

Dragon Buster

C

C

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
22
27
32
~

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a infinite armoured(frame 1-49) command throw that travels forward quite a bit, causes a knockdown on hit, very susceptible to jumping leaving you vulnerable to being easily combo'd

Air Dragon Torpedo

jB

jB

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
8
20
0
-5

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like the human form air B but not trash, moves fast, is + on block

Talon Swoop

jC

jC

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
2
24
45
28
~

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air command throw, knocksdown on hit, has a special 28 frame whiff recovery animation if done too close to the ground