214[A,B,AB] (Shove)

214A

Frame Data

StartupActiveRecoveryFrame Advantage

14

6

33

-16

Proration Values

P1P2SMP

300

100

50

214A (A Shove)

  • Gives hard knockdown on most combos, meaning the opponent is forced to tech on the ground

  • Not a good pressure ender

  • Launches opponents a fair amount away on hit, usually used to extend combos with arrow rain or lead into hysterical slap super

  • Forces fatal counter

214B (B Shove)

  • Can wallbounce from midscreen, used in most midscreen crouch-confirms

  • Slow startup of 24 frames, equally slow recovery with -24 on block

  • Has enough untech time to allow a follow-up for extending combos, given that the combo hasn't gone on for too long

  • Forces fatal counter

214AB (SB Shove)

  • Can be used in stagger pressure to fish for fatal counters, not punishable on block

  • Travels about a third of a screen before active frames end

  • Huge pushback on block, but this is offset by the forward momentum of the move

  • Can wallbounce midscreen on fatal

  • 18 frame startup, -10 on block

  • Can be used as a long-range punish due to wallbounce on fatal, but this can also be achieved using 236C

  • Forces fatal counter on counterhit

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