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 61: Line 61:
| display  = 200px
| display  = 200px
}}
}}
====cl.D====
====cl.D====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cld
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cld
Line 103: 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 164: Line 162:
| display  = 200px
| display  = 200px
}}
}}
===Crouch Normals===
===Crouch Normals===
====cr.A====
====cr.A====
Line 169: 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 189: 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 209: 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 225: Line 224:
| display  = 200px
| display  = 200px
}}
}}
====cr.D====
====cr.D====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_crd
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_crd
| 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 252: 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 272: 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 292: 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 312: 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 328: Line 322:
| display  = 200px
| display  = 200px
}}
}}
===Blowback Normals===
===Blowback Normals===
====st.CD====
====st.CD====
Line 349: 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 370: 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
Line 391: Line 387:
| display  = 200px
| display  = 200px
}}
}}
 
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelf+a
====f+A====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelfa
| name = Saku
| name = Saku
| input = f+A
| input = f+A
| input2  = 6A
| orderId = 2
| version  = Cancelled into
| version  = Cancelled into
| images = yashiro_fa_umfe.png
| images = yashiro_fa_umfe.png
Line 404: Line 400:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 12
| startup = 13
| active = 3
| active = 3
| recovery = 24
| recovery = 24
Line 412: Line 408:
| display  = 200px
| display  = 200px
}}
}}
====f+B====
====f+B====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawfb
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawf+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 427: Line 422:
| startup = 12
| startup = 12
| active = 5
| active = 5
| recovery = 29
| recovery = 28
| hitadv = -13
| blockadv = -15
| invul =
| display  = 200px
}}
====f+B====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelfb
| 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
| hitadv = -13
| blockadv = -15
| blockadv = -15
Line 453: Line 428:
| display  = 200px
| display  = 200px
}}
}}
===Special Moves===
===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 465: Line 441:
| 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 485: Line 461:
| cancel =  
| cancel =  
| startup = 1
| startup = 1
| active =  
| active = 1
| recovery = 35
| recovery = 35
| hitadv = HKD
| hitadv = HKD
Line 493: Line 469:
}}
}}
====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
| input = hcf+K
| version2  = 41236B
| orderId = 1
| input = hcf+B
| input2 = 41236B
| images = oyashiro_hcfk_umfe.png
| images = oyashiro_hcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 504: Line 483:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 19
| startup = 20
| active = 1
| active = 1
| recovery = 22
| recovery = 22
Line 512: Line 491:
| 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
| input = hcf+K
| version2  = 41236D
| orderId = 2
| input = hcf+D
| input2 = 41236D
| images = oyashiro_hcfk_umfe.png
| images = oyashiro_hcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 524: Line 505:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 22
| startup = 23
| active = 1
| active = 1
| recovery = 22
| recovery = 22
Line 533: Line 514:
}}
}}
====qcb+P====
====qcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcba
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcb+a
| name = Kujiki Daichi
| name = Kujiki Daichi
| version  = A
| version  = qcb+A
| input = qcb+P
| version2  = 214A
| orderId = 1
| input2 = 214A
| input = qcb+A
| images = oyashiro_qcbp_umfe.png
| images = oyashiro_qcbp_umfe.png
| hitboxes =  
| hitboxes =  
Line 544: Line 528:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 25
| startup = 26
| active = Until Landing
| active = Until Landing
| recovery = 34
| recovery = 34
Line 552: Line 536:
| 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
| input = qcb+P
| version2  = 214C
| orderId = 2
| input2 = 214C
| input = qcb+C
| images = oyashiro_qcbp_umfe.png
| images = oyashiro_qcbp_umfe.png
| hitboxes =  
| hitboxes =  
Line 564: Line 550:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 29
| startup = 30
| active = Until Landing
| active = Until Landing
| recovery = 41
| recovery = 41
Line 575: Line 561:
==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 586: Line 573:
| cancel =  
| cancel =  
| startup = 1
| startup = 1
| active =  
| active = 1
| recovery = 34
| recovery = 34
| hitadv = HKD
| hitadv = HKD
Line 594: Line 581:
}}
}}
====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 604: Line 592:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 13
| startup = 14
| active = Active until landing
| active = Until landing
| recovery = 31
| recovery = 31
| hitadv = HKD
| hitadv = HKD
Line 612: Line 600:
| display  = 200px
| display  = 200px
}}
}}
====qcf,qcf+P====
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+a
| name = Hoeru Daichi
| 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
| name = Hoeru Daichi
| input = qcf,qcf+P
| input = qcf,qcf+C
| input2 = 236236C
| orderId = 2
| version = qcf,qcf+C
| version2 = 236236C
| images = oyashiro_qcfqcfp1_umfe.png
| images = oyashiro_qcfqcfp1_umfe.png
| hitboxes =  
| hitboxes =  
Line 624: Line 637:
| 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
Line 635: Line 648:
==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 646: Line 660:
| cancel =  
| cancel =  
| startup = 1
| startup = 1
| active =  
| active = 1
| recovery = 35
| recovery = 35
| hitadv = HKD
| hitadv = HKD
Line 654: Line 668:
}}
}}
====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 664: Line 679:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 13
| startup = 14
| active = Active until landing
| active = Until landing
| recovery = 31
| recovery = 31
| hitadv = HKD
| hitadv = HKD
Line 672: Line 687:
| 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_qcfqcfpsdm
| name = Hoeru 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 684: Line 699:
| 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
Line 692: Line 707:
| display  = 200px
| display  = 200px
}}
}}
==Navigation==
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Orochi Yashiro]]

Revision as of 05:09, 20 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.
-MidC4590-2-


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), 522SKD-12-


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_rawf+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_qcfqcfpsdm
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--


Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro