j4C crossup (iori kick) > 2C xx 236236B.
KD means the attack will knock the opponent down. signifies how many disadvantage frames the attacker has. + signifies how many advantage frames the attacker has. Start Up = How many start up frames a move/attack has. Just allows characters to not pass through each other. Push Box: Has no bearing on hurt/hit boxes. This appears when blocking or using a counter move. Guard/Counter Box: The Guard Box or Counter Box. Projectile Box: Hit box on a projectile attack Your opponent will be thrown in this field if not in block or hit stun. Throw Box/Range: Active throw frames and range. A move is invincible if the Hurt Box is absent. 1 ~ 15F invincible, the final stage missile decision