Difference between revisions of "The King of Fighters '98 UMFE/Orochi Yashiro/Data"

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{{CharNavbox 98FE}}
{{CharNavbox 98FE}}
 
{{TOClimit|3}}
==Normals==
==Normals==


Line 38: Line 38:
| recovery = 9
| recovery = 9
| hitadv = 0
| hitadv = 0
| blockadv = -2
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 45: Line 45:
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_clc
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_clc
| name = close C
| name = close C
| input = cl.B
| input = cl.C
| images = yashiro_cl.c1_umfe.png,yashiro_cl.c2_umfe.png
| images = yashiro_cl.c1_umfe.png,yashiro_cl.c2_umfe.png
| hitboxes =  
| hitboxes =  
Line 54: Line 54:
| cancel = C
| cancel = C
| startup = 4
| startup = 4
| active = 4>4
| active = 4, 4
| recovery = 15
| recovery = 15
| hitadv = -3
| hitadv = -3
Line 93: Line 93:
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =  
| cancel = C
| startup = 4
| startup = 4
| active = 4
| active = 4
Line 102: Line 102:
| display  = 200px
| display  = 200px
}}
}}
====st.B====
====st.B====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_stb
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_stb
Line 163: Line 162:
| display  = 200px
| display  = 200px
}}
}}
===Crouch Normals===
===Crouch Normals===
====cr.A====
====cr.A====
Line 168: Line 168:
| name = crouch A
| name = crouch A
| input = cr.A
| input = cr.A
| input2 = A
| input2 = 2A
| images = yashiro_cr.a_umfe.png
| images = yashiro_cr.a_umfe.png
| hitboxes =  
| hitboxes =  
Line 188: Line 188:
| name = crouch B
| name = crouch B
| input = cr.B
| input = cr.B
| input2 = B
| input2 = 2B
| images = yashiro_cr.b_umfe.png
| images = yashiro_cr.b_umfe.png
| hitboxes =  
| hitboxes =  
Line 208: Line 208:
| name = crouch C
| name = crouch C
| input = cr.C
| input = cr.C
| input2 = C
| input2 = 2C
| images = yashiro_cr.c1_umfe.png,yashiro_cr.c1_umfe.png
| images = yashiro_cr.c1_umfe.png,yashiro_cr.c1_umfe.png
| hitboxes =  
| hitboxes =  
Line 217: Line 217:
| cancel = C
| cancel = C
| startup = 4
| startup = 4
| active = 2>3
| active = 2, 3
| recovery = 28
| recovery = 28
| hitadv = -13
| hitadv = -13
Line 228: Line 228:
| name = crouch D
| name = crouch D
| input = cr.D
| input = cr.D
| input2 = D
| input2 = 2D
| images = yashiro_cr.d1_umfe.png,yashiro_cr.d2_umfe.png
| images = yashiro_cr.d1_umfe.png,yashiro_cr.d2_umfe.png
| hitboxes =  
| hitboxes =  
Line 235: Line 235:
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel =  
| cancel = C
| startup = 10
| startup = 10
| active = 3>(5)>5
| active = 3, (5), 5
| recovery = 22
| recovery = 22
| hitadv = SKD
| hitadv = SKD
| blockadv = -12
| blockadv = '''1st'''= -17 ; '''2nd'''= -9
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 250: Line 250:
| name = jump A
| name = jump A
| input = j.A
| input = j.A
| input2 = A
| images = yashiro_j.a_umfe.png
| images = yashiro_j.a_umfe.png
| hitboxes =  
| hitboxes =  
Line 270: Line 269:
| name = jump B
| name = jump B
| input = j.B
| input = j.B
| input2 = B
| images = yashiro_j.b_umfe.png
| images = yashiro_j.b_umfe.png
| hitboxes =  
| hitboxes =  
Line 290: Line 288:
| name = jump C
| name = jump C
| input = j.C
| input = j.C
| input2 = C
| images = yashiro_j.c_umfe.png
| images = yashiro_j.c_umfe.png
| hitboxes =  
| hitboxes =  
Line 310: Line 307:
| name = jump D
| name = jump D
| input = j.D
| input = j.D
| input2 = D
| images = yashiro_j.d_umfe.png
| images = yashiro_j.d_umfe.png
| hitboxes =  
| hitboxes =  
Line 326: Line 322:
| display  = 200px
| display  = 200px
}}
}}
===Blowback Normals===
===Blowback Normals===
====st.CD====
====st.CD====
Line 347: Line 344:
| display  = 200px
| display  = 200px
}}
}}
====j.CD====
====j.CD====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_jcd
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_jcd
| name = jump CD
| name = jump CD
| input = j.CD
| input = j.CD
| input2 = D
| images = yashiro_j.cd_umfe.png
| images = yashiro_j.cd_umfe.png
| hitboxes =  
| hitboxes =  
Line 368: Line 363:
| display  = 200px
| display  = 200px
}}
}}
===Command Normals===
 
==Command Normals==
====f+A====
====f+A====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawfa
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawf+a
| name = Saku
| name = Saku
| input = f+A
| input = f+A
| input2  = 6A
| orderId = 1
| version  = Raw
| version  = Raw
| images = yashiro_fa_umfe.png
| images = yashiro_fa_umfe.png
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| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = C
| cancel =  
| startup = 19
| startup = 19
| active = 3
| active = 3
Line 389: Line 387:
| display  = 200px
| display  = 200px
}}
}}
====f+A====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelf+a
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelfa
| name = Saku
| name = Saku
| input = f+A
| input = f+A
| input2  = 6A
| orderId = 2
| header = no
| version  = Cancelled into
| version  = Cancelled into
| images = yashiro_fa_umfe.png
| images = yashiro_fa_umfe.png
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| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 19
| startup = 13
| active = 3
| active = 3
| recovery = 24
| recovery = 24
| hitadv = HKD
| hitadv = -7
| blockadv = -9
| blockadv = -9
| invul =  
| invul =  
Line 410: Line 410:
}}
}}
====f+B====
====f+B====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawfb
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_f+b
| name = Baku
| name = Baku
| input = f+B
| input = f+B
| version  = Raw
| input2  = 6B
| images = yashiro_fb_umfe.png
| images = yashiro_fb_umfe.png
| hitboxes =  
| hitboxes =  
Line 423: Line 423:
| startup = 12
| startup = 12
| active = 5
| active = 5
| recovery = 29
| recovery = 28
| hitadv = -13
| hitadv = -13
| blockadv = -15
| blockadv = -15
Line 429: Line 429:
| display  = 200px
| display  = 200px
}}
}}
====f+B====
 
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelfb
==Special Moves==
| name = Saku
| input = f+A
| version  = Cancelled into
| images = yashiro_fb_umfe.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = C
| startup = 12
| active = 5
| recovery = 29
| hitadv = -13
| blockadv = -15
| invul =
| display  = 200px
}}
===Special Moves===
====hcf+P====
====hcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcf+p
| name = Niragu Daichi
| name = Niragu Daichi
| input = hcf+P
| input = hcf+P
Line 461: Line 442:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 8
| startup = 9
| active = 1
| active = 1
| recovery = 28
| recovery = 28
| hitadv = HKD
| hitadv = HKD
| blockadv =
| blockadv =
| invul = 1-8F
| invul = (1~8)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====hcb,f+P====
====hcb,f+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbf+p
| name = Musebu Daichi
| name = Musebu Daichi
| input = hcb,f+P
| input = hcb,f+P
Line 481: Line 462:
| cancel =  
| cancel =  
| startup = 1
| startup = 1
| active =  
| active = 1
| recovery = 35
| recovery = 35
| hitadv = HKD
| hitadv = HKD
Line 489: Line 470:
}}
}}
====hcf+K====
====hcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcfb
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcf+b
| name = Odoru Daichi
| name = Odoru Daichi
| version  = B
| version  = hcf+B
| version2  = 41236B
| orderId = 1
| input = hcf+B
| input = hcf+B
| input2 = 41236B
| images = oyashiro_hcfk_umfe.png
| images = oyashiro_hcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 500: Line 484:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 19
| startup = 20
| active = 1
| active = 1
| recovery = 22
| recovery = 22
| hitadv =  
| hitadv = SKD
| blockadv =
| blockadv =
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====hcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcf+d
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcfd
| name = Odoru Daichi
| name = Odoru Daichi
| version  = D
| version  = hcf+D
| version2  = 41236D
| orderId = 2
| header = no
| input = hcf+D
| input = hcf+D
| input2 = 41236D
| images = oyashiro_hcfk_umfe.png
| images = oyashiro_hcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 520: Line 507:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 22
| startup = 23
| active = 1
| active = 1
| recovery = 22
| recovery = 22
| hitadv =  
| hitadv = SKD
| blockadv =
| blockadv =
| invul =  
| invul =  
Line 529: Line 516:
}}
}}
====qcb+P====
====qcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcba
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcb+a
| name = Musebu Daichi
| name = Kujiki Daichi
| version  = A
| version  = qcb+A
| version2  = 214A
| orderId = 1
| input2 = 214A
| input = qcb+A
| input = qcb+A
| images = oyashiro_qcbp_umfe.png
| images = oyashiro_qcbp_umfe.png
Line 540: Line 530:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 25
| startup = 26
| active = Until Landing
| active = Until Landing
| recovery = 34
| recovery = 34
Line 548: Line 538:
| display  = 200px
| display  = 200px
}}
}}
====qcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcb+c
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcbc
| name = Kujiki Daichi
| name = Kujiki Daichi
| version  = C
| version  = qcb+C
| version2  = 214C
| orderId = 2
| header = no
| input2 = 214C
| input = qcb+C
| input = qcb+C
| images = oyashiro_qcbp_umfe.png
| images = oyashiro_qcbp_umfe.png
Line 560: Line 553:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 29
| startup = 30
| active = Until Landing
| active = Until Landing
| recovery = 41
| recovery = 41
Line 571: Line 564:
==Desperation Moves==
==Desperation Moves==
====hcb,hcb+P====
====hcb,hcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbhcbP
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbhcb+P
| name = Ankoku Jigoku Gokuraku Otoshi
| name = Ankoku Jigoku Gokuraku Otoshi
| input = hcb,hcb+P
| input = hcb,hcb+P
| input2 = 6321463214P
| images = oyashiro_hcbhcbp_umfe.png
| images = oyashiro_hcbhcbp_umfe.png
| hitboxes =  
| hitboxes =  
Line 582: Line 576:
| cancel =  
| cancel =  
| startup = 1
| startup = 1
| active =  
| active = 1
| recovery = 34
| recovery = 34
| hitadv = HKD
| hitadv = HKD
Line 590: Line 584:
}}
}}
====qcf,qcf+K====
====qcf,qcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfk
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+k
| name = Araburu Daichi
| name = Araburu Daichi
| input = qcf,qcf+K
| input = qcf,qcf+K
| input2 = 236236K
| images = oyashiro_qcfqcfk_umfe.png
| images = oyashiro_qcfqcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 600: Line 595:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 13
| startup = 14
| active = Active until landing
| active = Until landing
| recovery = 31
| recovery = 31
| hitadv =  
| hitadv = HKD
| blockadv =
| blockadv =
| invul =  
| invul =  
Line 609: Line 604:
}}
}}
====qcf,qcf+P====
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+a
| name = Araburu Daichi
| name = Hoeru Daichi
| input = qcf,qcf+P
| input = qcf,qcf+A
| input2 = 236236A
| orderId = 1
| version = qcf,qcf+A
| version2 = 236236A
| images = oyashiro_qcfqcfp1_umfe.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard =
| cancel =
| startup = 21 if released immediately
| active = 2, 2, 3
| recovery = 39
| hitadv = SKD
| blockadv =
| invul =
| display  = 200px
}}
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+c
| name = Hoeru Daichi
| input = qcf,qcf+C
| input2 = 236236C
| orderId = 2
| header = no
| version = qcf,qcf+C
| version2 = 236236C
| images = oyashiro_qcfqcfp1_umfe.png
| images = oyashiro_qcfqcfp1_umfe.png
| hitboxes =  
| hitboxes =  
Line 619: Line 641:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 20 if the button is released immediately
| startup = 22 if released immediately
| active = 2>2>3
| active = 2, 2, 3
| recovery = 40
| recovery = 40
| hitadv = SKD
| hitadv = SKD
Line 630: Line 652:
==Super Desperation Moves==
==Super Desperation Moves==
====hcb,hcb+P====
====hcb,hcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbhcbPsdm
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbhcb+Psdm
| name = Ankoku Jigoku Gokuraku Otoshi
| name = Ankoku Jigoku Gokuraku Otoshi
| input = hcb,hcb+P
| input = hcb,hcb+P
| input2 = 6321463214P
| images = oyashiro_hcbhcbpsdm_umfe.png
| images = oyashiro_hcbhcbpsdm_umfe.png
| hitboxes =  
| hitboxes =  
Line 641: Line 664:
| cancel =  
| cancel =  
| startup = 1
| startup = 1
| active =  
| active = 1
| recovery = 35
| recovery = 35
| hitadv = HKD
| hitadv = HKD
Line 649: Line 672:
}}
}}
====qcf,qcf+K====
====qcf,qcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfksdm
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+ksdm
| name = Araburu Daichi
| name = Araburu Daichi
| input = qcf,qcf+K
| input = qcf,qcf+K
| input2 = 236236K
| images = oyashiro_qcfqcfk_umfe.png
| images = oyashiro_qcfqcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 659: Line 683:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 13
| startup = 14
| active = Active until landing
| active = Until landing
| recovery = 31
| recovery = 31
| hitadv =  
| hitadv = HKD
| blockadv =
| blockadv =
| invul = 1-10f inv
| invul = 1-10f inv
| display  = 200px
| display  = 200px
}}
}}
====qcf,qcf+P====
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfpsdm
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+psdm
| name = Araburu Daichi
| name = Hoeru Daichi
| input = qcf,qcf+P
| input = qcf,qcf+P
| input2 = 236236P
| images = oyashiro_qcfqcfp1_umfe.png
| images = oyashiro_qcfqcfp1_umfe.png
| hitboxes =  
| hitboxes =  
Line 679: Line 703:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 20 if the button is released immediately
| startup = 21 if released immediately
| active = 2>2>3
| active = 2, 2, 3
| recovery = 39
| recovery = 39
| hitadv = SKD
| hitadv = SKD
Line 687: Line 711:
| display  = 200px
| display  = 200px
}}
}}
==Navigation==
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Orochi Yashiro]]

Latest revision as of 23:53, 21 February 2023

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Normals

Close Standing Normals

cl.A

Orochi Yashiro
oyashiro_cla
cl.A
cl.A
close A
Yashiro cl.a umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC444+4+2-


cl.B

Orochi Yashiro
oyashiro_clb
cl.B
cl.B
close B
Yashiro cl.b umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC4590-4-


cl.C

Orochi Yashiro
oyashiro_clc
cl.C
cl.C
close C
Yashiro cl.c1 umfe.png
Yashiro cl.c2 umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC44, 415-3-5-


cl.D

Orochi Yashiro
oyashiro_cld
cl.D
cl.D
close D
Yashiro cl.d umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-LowC4521-6-8-


Far Standing Normals

st.A

Orochi Yashiro
oyashiro_sta
st.A
A
stand A
Yashiro st.a umfe.png.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC447+1-1-


st.B

Orochi Yashiro
oyashiro_stb
st.B
B
stand B
Yashiro st.b umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-5813-9-11-


st.C

Orochi Yashiro
oyashiro_stc
st.C
C
stand C
Yashiro st.c umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC11327-10-12-


st.D

Orochi Yashiro
oyashiro_std
st.D
D
stand D
Yashiro st.d umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC9433-17-19-


Crouch Normals

cr.A

Orochi Yashiro
oyashiro_cra
cr.A
2A
crouch A
Yashiro cr.a umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC446+20-


cr.B

Orochi Yashiro
oyashiro_crb
cr.B
2B
crouch B
Yashiro cr.b umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Low-7310-1-3-


cr.C

Orochi Yashiro
oyashiro_crc
cr.C
2C
crouch C
Yashiro cr.c1 umfe.png
Yashiro cr.c1 umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC42, 328-13-15-


cr.D

Orochi Yashiro
oyashiro_crd
cr.D
2D
crouch D
Yashiro cr.d1 umfe.png
Yashiro cr.d2 umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-LowC103, (5), 522SKD1st= -17 ; 2nd= -9-


Jump Normals

j.A

Orochi Yashiro
oyashiro_ja
j.A
j.A
jump A
Yashiro j.a umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-79----


j.B

Orochi Yashiro
oyashiro_jb
j.B
j.B
jump B
Yashiro j.b umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-89----


j.C

Orochi Yashiro
oyashiro_jc
j.C
j.C
jump C
Yashiro j.c umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-95----


j.D

Orochi Yashiro
oyashiro_jd
j.D
j.D
jump D
Yashiro j.d umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-85----


Blowback Normals

st.CD

Orochi Yashiro
oyashiro_stcd
st.CD
CD
stand CD
Yashiro st.cd umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC16524SKD-7-


j.CD

Orochi Yashiro
oyashiro_jcd
j.CD
j.CD
jump CD
Yashiro j.cd umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-124----


Command Normals

f+A

Orochi Yashiro
oyashiro_rawf+a
f+A
6A
Saku
Yashiro fa umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-19324HKD-9-



Orochi Yashiro
oyashiro_cancelf+a
f+A
6A
Saku
Yashiro fa umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC13324-7-9-


f+B

Orochi Yashiro
oyashiro_f+b
f+B
6B
Baku
Yashiro fb umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC12528-13-15-


Special Moves

hcf+P

Orochi Yashiro
oyashiro_hcf+p
hcf+P
hcf+P
Niragu Daichi
Oyashiro hcfp umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---9128HKD-(1~8)_Hit+Throw_(Full)


hcb,f+P

Orochi Yashiro
oyashiro_hcbf+p
hcb,f+P
hcb,f+P
Musebu Daichi
Oyashiro hcbfp umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---1135HKD--


hcf+K

Orochi Yashiro
oyashiro_hcf+b
hcf+B
41236B
Odoru Daichi
Oyashiro hcfk umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---20122SKD--



Orochi Yashiro
oyashiro_hcf+d
hcf+D
41236D
Odoru Daichi
Oyashiro hcfk umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---23122SKD--


qcb+P

Orochi Yashiro
oyashiro_qcb+a
qcb+A
214A
Kujiki Daichi
Oyashiro qcbp umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---26Until Landing34---



Orochi Yashiro
oyashiro_qcb+c
qcb+C
214C
Kujiki Daichi
Oyashiro qcbp umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---30Until Landing41---


Desperation Moves

hcb,hcb+P

Orochi Yashiro
oyashiro_hcbhcb+P
hcb,hcb+P
6321463214P
Ankoku Jigoku Gokuraku Otoshi
Oyashiro hcbhcbp umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---1134HKD--


qcf,qcf+K

Orochi Yashiro
oyashiro_qcfqcf+k
qcf,qcf+K
236236K
Araburu Daichi
Oyashiro qcfqcfk umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---14Until landing31HKD--


qcf,qcf+P

Orochi Yashiro
oyashiro_qcfqcf+a
qcf,qcf+A
236236A
Hoeru Daichi
Oyashiro qcfqcfp1 umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---21 if released immediately2, 2, 339SKD--



Orochi Yashiro
oyashiro_qcfqcf+c
qcf,qcf+C
236236C
Hoeru Daichi
Oyashiro qcfqcfp1 umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---22 if released immediately2, 2, 340SKD--


Super Desperation Moves

hcb,hcb+P

Orochi Yashiro
oyashiro_hcbhcb+Psdm
hcb,hcb+P
6321463214P
Ankoku Jigoku Gokuraku Otoshi
Oyashiro hcbhcbpsdm umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---1135HKD--


qcf,qcf+K

Orochi Yashiro
oyashiro_qcfqcf+ksdm
qcf,qcf+K
236236K
Araburu Daichi
Oyashiro qcfqcfk umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---14Until landing31HKD-1-10f inv


qcf,qcf+P

Orochi Yashiro
oyashiro_qcfqcf+psdm
qcf,qcf+P
236236P
Hoeru Daichi
Oyashiro qcfqcfp1 umfe.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---21 if released immediately2, 2, 339SKD--


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