Overview
Avoc is a slick, flashy character with incredible pressure and great damage output.He has the basic shoto tools such as a decent fireball, invincible DP and kick special to hop over fireballs. But when you play him you learn that he an absurd amount of tools,movement, and combo expression.
Normals
5L Weak Punch Weak Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
6
|
5
|
8
|
+7
|
+0
|
mid
|
no
|
-
|
Standard light, has some range to it. Hits at a good angle for anti airing
|
|
5M Weak Sweep Weak Sweep
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
9
|
7
|
5
|
+13
|
+6
|
mid
|
no
|
-
|
Amazing neutral tool, it is also a great pressure tool as its +5 and if spaced leaves Avoc airborne allowing for teleport mixups.
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|
Heavy Kick Heavy Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
9
|
5
|
15
|
+13
|
-8
|
mid
|
yes
|
-
|
The best Launcher in the game.
|
|
Nimbus Nimbus
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Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
no
|
-
|
It can auto bait bursts, not much else apart from combo filler.
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|
5H Medium Punch Medium Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
17
|
5
|
26
|
-2
|
-18
|
mid
|
yes
|
-
|
A pretty bad heavy, its so bad that it builds the opponent meter on hit.Its punishable but it doesn't matter if you can go into the safer 5H2(though this can be stuffed). Its Auto Combos series is a corner stone of his combo game so you'll need to use this there.
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|
5H2 One Inch Punch One Inch Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
17
|
5
|
20
|
+13
|
-8
|
mid
|
yes
|
-
|
Its good in combos and pretty safe, especially when cancelled.
|
|
Knock Kick Knock Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
15
|
4
|
15
|
+
|
-7
|
mid
|
no
|
-
|
Its good in combos and pretty safe, especially when cancelled.
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|
2L Light Kick Light Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
9
|
6
|
11
|
+5
|
-4
|
low
|
no
|
-
|
Can cancel into itself infinitely but it usually stops looping at around 3 hits.
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|
2H Slide Slide
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Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
13
|
6
|
14
|
+19
|
-6
|
low
|
-
|
-
|
This move is pretty good in neutral, it goes under fireballs and some other moves. It is +0 at max range.
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|
2X Crescent Kick Crescent Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
14
|
7
|
17
|
+++
|
-10
|
mid
|
yes
|
-
|
It is a standard launcher that you can reverse beat into from 2S. It is a good anti air and can be -3 if meaty or spaced,
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|
Super Dash Super Dash
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Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
-
|
-
|
0
|
~
|
++
|
mid
|
no
|
-
|
This is an alternative followup to his launcher, very useful in combos, no use in anything else.
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|
Short Hop Short Hop
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
-
|
-
|
0
|
~
|
++
|
mid
|
no
|
-
|
By holding 2 and X before you Super Dash you do an inactionable hop and drop to the floor. Not much use for it apart from this combo
|
|
25L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
11
|
1
|
14
|
+21
|
+21
|
-
|
no
|
-
|
The 4th most damaging throw in the game, even though cant get a combo you can kill a full health opponent in 8 grabs. It also is one of the top meter building grabs in the game as it almost gives you a full bar due to its 11 hits.
|
|
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
8
|
7
|
8
|
+
|
+
|
high
|
no
|
-
|
Your only available overhead, its a neat one as its quick enough to airdash after.
|
|
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
11
|
5?
|
9?
|
+
|
-
|
high
|
no
|
-
|
Its has uses in combos and as a WJF to activate a j.LMM triple overhead.
|
|
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
10
|
?
|
?
|
+++
|
+
|
high
|
no
|
-
|
Amazing jump in if you ever manage to WJF the first j.M on block. Amazing for triple overheads/crossup mixups. Its not that useful on air connect but its always unscaled.
|
|
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
17
|
5?
|
5?
|
-
|
+
|
mid
|
yes
|
-
|
Don't know why its a mid to be honest but its great in combos.
|
|
Specials
5S Nova Nova
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
25
|
TOS
|
46
|
-8
|
-24
|
mid
|
yes
|
-
|
Only use it sparingly to annoy your opponent, sometimes zoning with backdash cancel 5S is alright but Avoc is definetly not a zoner.
|
|
6S Thunder Burst Thunder Burst
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
19
|
20~
|
40~
|
+
|
-56
|
mid
|
yes
|
-
|
One of your slow but rewarding Anti Airs, Its invincible starting from frame 19 and has a big hitbox so it can never be beaten out by anything. It cancels into j.X and both teleports on hit.
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|
4S Sai Kick Sai Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
16
|
19
|
22
|
+
|
-14
|
mid
|
yes
|
-
|
This is your main anti air response to instant airdashes. While unrewarding without meter as it often doesn't properly connect, its quick and can lead to oki. On hit its your main combo extender as it wallbounces.
|
|
2S Sweep Sweep
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
20
|
13
|
2
|
-
|
-
|
low
|
yes
|
-
|
Its a neat poke as it reverse beats into 2X on hit and block. It cancels into all of your other specials as well.
|
|
Close Teleport Close Teleport
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
19
|
8
|
2
|
-
|
-
|
-
|
-
|
17-27
|
Not often used unless you're in the corner but its not as obvious a neutral hop. Costs a fifth of a bar.
|
|
Far Teleport Far Teleport
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
20
|
8
|
2
|
-
|
-
|
-
|
yes
|
17-27
|
This is your tool to automatically beat zoners and turtlers. Costs a fifth of a bar.
|
|
Close Air Teleport Close Air Teleport
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
19
|
8
|
2
|
-
|
-
|
-
|
yes
|
17-27
|
Can be used to bait anti airs and go for quick lows from an empty hop. Costs a fifth of a bar.
|
|
Far Air Teleport Far Air Teleport
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
20
|
8
|
2
|
-
|
-
|
-
|
yes
|
17-27
|
The air version of the far teleport is more so used for combos than it is for neutral as it sends you a fullscreen distance behind the opponent. Costs a fifth of a bar.
|
|
Air Sai Kicks Air Sai Kicks
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
18
|
50
|
5
|
++
|
-
|
Ov-Mid
|
no
|
-
|
It seems to be an overhead for the first 2 or 3 hits. This move extends combos like 4.S but mid air. It is an amazing air control tool as it covers that area for a long time since he floats there kicking for 50 frames.
|
|
EX Moves
5X Garu Blast Garu Blast
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
5
|
TOS
|
65
|
+
|
-59
|
mid
|
no
|
-
|
One of the best anti air supers in the game, it is frame 1 after the super flash and covers his entire body, even right behind him.
|
|
Garu Flurry Garu Flurry
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
19
|
TOS
|
18
|
++
|
++
|
mid
|
no
|
-
|
What it lacks in damage it makes up by being an amazing combo extender midscreen. It can only be activated by inputting a heavy after 5H3. In juggles you can teleport after them to continue a combo.
|
|
|
Flying Garu Blast
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
29
|
TOS
|
36
|
++
|
++
|
mid
|
no
|
-
|
What it lacks combos it makes up in damage, if the move fully connects its almost 37%. There are ways to set up into it but they are usually restricted to the corner.
|
|