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====jB====
====jB====
{{MoveData-SSVI | character = Rasetsumaru | moveId = rasetsumaru_jb
{{MoveData-SSVI | character = Rasetsumaru | moveId = rasetsumaru_jb
| name = jA
| name = jB
| input =  
| input =  
| images = SSVI_Rasetsumaru_jB.png
| images = SSVI_Rasetsumaru_jB.png
Line 477: Line 477:
====ujS====
====ujS====
{{MoveData-SSVI | character = Rasetsumaru | moveId = rasetsumaru_ujs
{{MoveData-SSVI | character = Rasetsumaru | moveId = rasetsumaru_ujs
| name = juS
| name = ujS
| input =  
| input =  
| images = SSVI_Rasetsumaru_ujS.png
| images = SSVI_Rasetsumaru_ujS.png

Latest revision as of 01:13, 1 May 2023

Samurai Shodown VI

OverviewDataReplays

Normals

Far Slashes

5A

Rasetsumaru
rasetsumaru_5a
5A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10Mid8-8-2+3SpecialYes-No


5B

Rasetsumaru
rasetsumaru_5b
5B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
18Mid15-5-8-3Recoil, SpecialYes-No


5C

Rasetsumaru
rasetsumaru_5c
5C
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
41Mid250~+1-20-15RecoilYes-No


2A

Rasetsumaru
rasetsumaru_2a
2A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10Mid11-17-2+3SpecialNo-No


2B

Rasetsumaru
rasetsumaru_2b
2B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
24Mid11-1-8-3Recoil, SpecialYes-No


2C

Rasetsumaru
Rasetsumaru_2c
2C

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
23, 14Mid18-3~-2-20-15Recoil, Special (First Hit Only)Yes-No


Near Slashes

n5A

Rasetsumaru
rasetsumaru_n5a
n5A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8Mid5-4-8-3SpecialYes-No


n5B

Rasetsumaru
rasetsumaru_n5b
n5B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
13Mid9-2-8-3Recoil, SpecialYes-No


n5C

Rasetsumaru
rasetsumaru_n5c
n5C
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
29, 11Mid12-3~-2-20-15Recoil, Special (Second Hit Only)Yes-No


n2A

Rasetsumaru
rasetsumaru_n2a
n2A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8Mid5-2-6-1SpecialYes-No


n2B

Rasetsumaru
rasetsumaru_n2B
n2B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
11Mid5-2-14-9SpecialYes-No


Kicks

5D

Rasetsumaru
rasetsumaru_5d
5D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8Mid170-12-7NoNo-Both


6D

Rasetsumaru
rasetsumaru_6d
6D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10Low7-1--14NoNo-Both


2D

Rasetsumaru
rasetsumaru_2d
2D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3Low5+1-+2NoNo-Both


3D

Rasetsumaru
rasetsumaru_3d
3D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10Low13SKD--16NoNo-Both


Dash Normals

66A

Rasetsumaru
rasetsumaru_66a
66A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7Mid5+3-9-4NoNo-No


66B

Rasetsumaru
rasetsumaru_66b
66B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
20High23SKD-30-KaraNo-No


66C

Rasetsumaru
rasetsumaru_66c
66C
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
23Mid8SKD-25-20NoYes-No


66D

Rasetsumaru
rasetsumaru_66d
66D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10Low13SKD--16NoNo-Both


Air Normals

jA

Rasetsumaru
rasetsumaru_ja
jA
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10High12---NoNo-No


jB

Rasetsumaru
rasetsumaru_jb
jB
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
15High16---NoNo-No


jC

Rasetsumaru
rasetsumaru_jc
jC
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
28High13---NoNo-No


jD

Rasetsumaru
rasetsumaru_jd
jD
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7High12---NoNo-Both


Unarmed Normals

u5S

Rasetsumaru
rasetsumaru_u5s
u5S
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7Mid----NoNo-Yes


u2S

Rasetsumaru
rasetsumaru_u2s
u2S
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7Mid----NoNo-Yes


u66S

Rasetsumaru
rasetsumaru_u66s
u66S
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10Mid-SKD--NoNo-Yes


ujS

Rasetsumaru
rasetsumaru_ujs
ujS
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7High----NoNo-Yes


Hyper Slash

Rasetsumaru
rasetsumaru_hs
A+B (Spirit I)
A+B (Spirit I)
Hyper Slash
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
55Mid21SKD-52-42NoDisarm-No


Continuous Slash

Rasetsumaru
rasetsumaru_cs
A+B (Spirit IV)
A+B (Spirit IV)
Continuous Slash
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7, 22 (CS1-3), 42 (CS4)Mid9--20-15CS2Yes-No


Special Moves

Fatal Cyclone Slash

236S

Rasetsumaru
rasetsumaru_236s
236S
236S
Fatal Cyclone Slash


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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6, 17Mid----NoNo-No


Calm Blade

623S

Rasetsumaru
rasetsumaru_623s
623S
623S
Calm Blade


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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
30Mid----NoYes-No


Power Impulse

623D

Rasetsumaru
rasetsumaru_623d
623D
623D
Power Impulse
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
13Mid----Saumrai DriveNoLowerBoth


Destructive Whirlwind

236D

Rasetsumaru
rasetsumaru_236d
236D
236D
Destructive Whirlwind


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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8, 1x4, 17Mid----Samurai DriveNo-No


Death Curse

214D

Rasetsumaru
rasetsumaru_214d
214D
214D
Death Curse


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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3Mid----Samurai DriveNo-No


Toy Transformation

321421E (II Spirit)

Rasetsumaru
rasetsumaru_toy
6412364E (II Spirit)
6412364E (II Spirit)
Toy Transformation
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
------SpecialNoYesNo


Supers

Supremely Furious Slash

236AB

Rasetsumaru
rasetsumaru_236ab
236AB
236AB
Supremely Furious Slash

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
47Mid----NoNo-No


Power Roar

163214623BC (II), 236BC (VI)

Rasetsumaru
rasetsumaru_sm
163214623BC (II), 236BC (VI)
163214623BC (II), 236BC (VI)
Power Roar

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3x6, 5 (Armed) - 7+6x2+5, 10 (Unarmed)Mid----NoNo-Both


Samurai Shodown VI

OverviewDataReplays

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha