Difference between revisions of "The King of Fighters '98 UMFE/Iori Yagami/Data"
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(21 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
{{TOClimit|3}} | |||
==Normals== | ==Normals== | ||
Line 23: | Line 24: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====cl.B==== | ====cl.B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_clb | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_clb | ||
| name = close B | | name = close B | ||
| input = cl.B | | input = cl.B | ||
| images = iori_cl.b_umfe.png | | images = iori_cl.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 48: | Line 47: | ||
| name = close C | | name = close C | ||
| input = cl.C | | input = cl.C | ||
| images = iori_cl.c1_umfe.png, iori_cl.c2_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 56: | Line 54: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 2, 5 | | active = 2, 5 | ||
| recovery = 14 | | recovery = 14 | ||
Line 68: | Line 66: | ||
| name = close D | | name = close D | ||
| input = cl.D | | input = cl.D | ||
| images = iori_cl.d_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 88: | Line 85: | ||
====st.A==== | ====st.A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_sta | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_sta | ||
| name = | | name = far A | ||
| input = | | input = 5A | ||
| input2 = A | | input2 = A | ||
| images | | images = iori_st.a_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 108: | Line 105: | ||
====st.B==== | ====st.B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_stb | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_stb | ||
| name = | | name = far B | ||
| input = | | input = 5B | ||
| input2 = B | | input2 = B | ||
| images | | images = iori_st.b_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 128: | Line 125: | ||
====st.C==== | ====st.C==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_stc | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_stc | ||
| name = | | name = far C | ||
| input = | | input = 5C | ||
| input2 = C | | input2 = C | ||
| images | | images = iori_st.c_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 148: | Line 145: | ||
====st.D==== | ====st.D==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_std | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_std | ||
| name = | | name = far D | ||
| input = | | input = 5D | ||
| input2 = D | | input2 = D | ||
| images | | images = iori_st.d_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 166: | Line 163: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====cr.A==== | ====cr.A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_cra | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_cra | ||
| name = crouch A | | name = crouch A | ||
| input = | | input = 2A | ||
| input2 = | | input2 = 2A | ||
| images | | images = iori_cr.a_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 187: | Line 185: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====cr.B==== | ====cr.B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_crb | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_crb | ||
| name = crouch B | | name = crouch B | ||
| input = | | input = 2B | ||
| input2 = | | input2 = 2B | ||
| images | | images = iori_cr.b_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 200: | Line 199: | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 5 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
Line 210: | Line 209: | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_crc | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_crc | ||
| name = crouch C | | name = crouch C | ||
| input = | | input = 2C | ||
| input2 = | | input2 = 2C | ||
| images | | images = iori_cr.c_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 230: | Line 229: | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_crd | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_crd | ||
| name = crouch D | | name = crouch D | ||
| input = | | input = 2D | ||
| input2 = | | input2 = 2D | ||
| images | | images = iori_cr.d_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 247: | Line 246: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
====j.A==== | ====j.A==== | ||
Line 252: | Line 252: | ||
| name = jump A | | name = jump A | ||
| input = j.A | | input = j.A | ||
| images = iori_j.a_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 272: | Line 271: | ||
| name = jump B | | name = jump B | ||
| input = j.B | | input = j.B | ||
| images = iori_j.b_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 292: | Line 290: | ||
| name = jump C | | name = jump C | ||
| input = j.C | | input = j.C | ||
| images = iori_j.c_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 312: | Line 309: | ||
| name = jump D | | name = jump D | ||
| input = j.D | | input = j.D | ||
| images = iori_j.d1_umfe.png, iori_j.d2_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 320: | Line 316: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = 3, 2 | | active = 3, 2 | ||
| recovery = | | recovery = | ||
Line 328: | Line 324: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
====st.CD==== | ====st.CD==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_stcd | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_stcd | ||
| name = stand CD | | name = stand CD | ||
| input = | | input = 5CD | ||
| input2 = CD | | input2 = CD | ||
| images | | images = iori_st.CD_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 353: | Line 350: | ||
| name = jump CD | | name = jump CD | ||
| input = j.CD | | input = j.CD | ||
| images = iori_j.cd_umfe.png | |||
| images | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 369: | Line 365: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Command Normals== | |||
====f+A==== | ====f+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_f+a | ||
| name = Dream Blast | | name = Dream Blast | ||
| input = | | input = 6A | ||
| | | input2 = 6A | ||
| | | orderId = 1 | ||
| version = 6A | |||
| version2 = 6A | |||
| images = iori_fA_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 390: | Line 391: | ||
}} | }} | ||
====f+A>A==== | ====f+A>A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_f+a>a | ||
| name = Dream Blast | | name = Dream Blast | ||
| input = | | input = 6A > A | ||
| | | input2 = 6A > A | ||
| | | header = no | ||
| orderId = 2 | |||
| version = 6A > A | |||
| version2 = 6A > A | |||
| images = iori_fAA_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 409: | Line 415: | ||
}} | }} | ||
====f+B==== | ====f+B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_rawf+b | ||
| name = Thunder Axe Shadow Reaper | | name = Thunder Axe Shadow Reaper | ||
| version = Raw | | version = Raw | ||
| input = | | orderId = 1 | ||
| | | input = 6B | ||
| | | input2 = 6B | ||
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 428: | Line 436: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_cancelf+b | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Thunder Axe Shadow Reaper | | name = Thunder Axe Shadow Reaper | ||
| version = Canceled into | | version = Canceled into | ||
| input = | | orderId = 2 | ||
| | | header = no | ||
| | | input = 6B | ||
| input2 = 6B | |||
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 441: | Line 450: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 21 | ||
| active = 3, 3 ,3 | | active = 3, 3 ,3 | ||
| recovery = 20 | | recovery = 20 | ||
Line 449: | Line 458: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====j.b+B==== | ====j.b+B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_jb+b | ||
| name = Lily Breaker | | name = Lily Breaker | ||
| input = j. | | input = j.4B | ||
| | | input2 = j.4B | ||
| | | images = iori_bB_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 469: | Line 478: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcf+ | ==Special Moves== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | ====qcf+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcf+a | |||
| name = Fire Ball | | name = Fire Ball | ||
| input = | | version = 236A | ||
| | | version2 = 236A | ||
| images = | | orderId = 1 | ||
| hitboxes = | | input = 236A | ||
| input2 = 236A | |||
| images = iori_qcfA_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 482: | Line 495: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = While on screen | ||
| recovery = | | recovery = 34 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 490: | Line 503: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcf+c | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Fire Ball | | name = Fire Ball | ||
| input = | | version = 236C | ||
| | | version2 = 236C | ||
| images = | | orderId = 2 | ||
| hitboxes = | | header = no | ||
| input = 236C | |||
| input2 = 236C | |||
| images = iori_qcfA_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 502: | Line 518: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = While on screen | ||
| recovery = | | recovery = 41 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 510: | Line 526: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====dp+ | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | ====dp+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+a | |||
| name = Dark Thrust | | name = Dark Thrust | ||
| input = | | version = 623A | ||
| | | version2 = 623A | ||
| | | orderId = 1 | ||
| input = 623A | |||
| input2 = 623A | |||
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 525: | Line 546: | ||
| recovery = 26 | | recovery = 26 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = - | | blockadv = '''-16''' (point blank) / '''-18''' (close) | ||
| invul = 1 | | invul = (Startup - 1)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+c | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Dark Thrust | | name = Dark Thrust | ||
| input = | | version = 623C | ||
| | | version2 = 623C | ||
| | | orderId = 2 | ||
| header = no | |||
| input = 623C | |||
| input2 = 623C | |||
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 540: | Line 565: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 2, 3, 13 | ||
| recovery = | | recovery = 41 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =- | | blockadv = '''-36''' (point blank) / '''-39''' (close) | ||
| invul = 1 | | invul = (1~10)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+A==== | ====qcb+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+a | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| input = | | version = 214A | ||
| | | version2 = 214A | ||
| images = | | orderId = 1 | ||
| hitboxes = | | input = 214A | ||
| input2 = 214A | |||
| images = iori_qcb1_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 564: | Line 593: | ||
| recovery = 26 | | recovery = 26 | ||
| hitadv = -9 | | hitadv = -9 | ||
| blockadv =-11 | | blockadv = -11 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+A> | ====qcb+A>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+a>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| input = | | version = 214A > 214P | ||
| | | version2 = 214A > 214P | ||
| images = | | orderId = 2 | ||
| hitboxes = | | header = no | ||
| input = 214A > 214P | |||
| input2 = 214A > 214P | |||
| images = iori_qcb2_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 584: | Line 617: | ||
| recovery = 29 | | recovery = 29 | ||
| hitadv = -12 | | hitadv = -12 | ||
| blockadv =-14 | | blockadv = -14 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+A> | ====qcb+A>qcb+P>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+a>qcb+p>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| input = | | version = 214A > 214P > 214P | ||
| | | version2 = 214A > 214P > 214P | ||
| images = | | orderId = 3 | ||
| hitboxes = | | header = no | ||
| input = 214A > 214P > 214P | |||
| input2 = 214A > 214P > 214P | |||
| images = iori_qcb3_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 604: | Line 641: | ||
| recovery = 29 | | recovery = 29 | ||
| hitadv = HKD | | hitadv = HKD | ||
| blockadv =-13 | | blockadv = -13 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+C==== | ====qcb+C==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+c | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| input = | | version = 214C | ||
| | | version2 = 214C | ||
| images = | | orderId = 4 | ||
| hitboxes = | | header = no | ||
| input = 214C | |||
| input2 = 214C | |||
| images = iori_qcb1_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 624: | Line 665: | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = -11 | | hitadv = -11 | ||
| blockadv =-13 | | blockadv = -13 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+C> | ====qcb+C>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+c>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| input = | | version = 214C > 214P | ||
| | | version2 = 214C > 214P | ||
| images = | | orderId = 5 | ||
| hitboxes = | | header = no | ||
| input = 214C > 214P | |||
| input2 = 214C > 214P | |||
| images = iori_qcb2_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 648: | Line 693: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+C> | ====qcb+C>qcb+P>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+c>qcb+p>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| input = | | version = 214C > 214P > 214P | ||
| | | version2 = 214C > 214P > 214P | ||
| images = | | orderId = 6 | ||
| hitboxes = | | header = no | ||
| input = 214C > 214P > 214P | |||
| input2 = 214C > 214P > 214P | |||
| images = iori_qcb3_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 668: | Line 717: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====dp+ | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | ====dp+K==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+b | |||
| name = Slash Talon Comb | | name = Slash Talon Comb | ||
| input = | | version = 623B | ||
| | | version2 = 623B | ||
| | | orderId = 1 | ||
| input = 623B | |||
| input2 = 623B | |||
| images = iori_dpK_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 684: | Line 738: | ||
| hitadv = -10 | | hitadv = -10 | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = 1 | | invul = (1~10)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+d | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Slash Talon Comb | | name = Slash Talon Comb | ||
| input = | | version = 623D | ||
| | | version2 = 623D | ||
| | | orderId = 2 | ||
| header = no | |||
| input = 623D | |||
| input2 = 623D | |||
| images = iori_dpK_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 698: | Line 756: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 30 | ||
| active = 5 | | active = 5 | ||
| recovery = 27 | | recovery = 27 | ||
| hitadv = -12 | | hitadv = -12 | ||
| blockadv = -14 | | blockadv = -14 | ||
| invul = 1 | | invul = (1~10)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====hcb+ | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | ====hcb+K==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_hcb+b | |||
| name = Dark Crescent Slice | | name = Dark Crescent Slice | ||
| input = | | version = 63214B | ||
| | | version2 = 63214B | ||
| | | orderId = 1 | ||
| input = 63214B | |||
| input2 = 63214B | |||
| images = iori_hcbK_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 717: | Line 780: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 (Run), | | startup = 6 (Run), 12 (Attack) | ||
| active = 16 (Run), 8 (Attack) | | active = 16 (Run), 8 (Attack) | ||
| recovery = 14 (Run), 16 (Attack) | | recovery = 14 (Run), 16 (Attack) | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_hcb+d | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Dark Crescent Slice | | name = Dark Crescent Slice | ||
| input = | | version = 63214D | ||
| | | version2 = 63214D | ||
| | | orderId = 2 | ||
| header = no | |||
| input = 63214D | |||
| input2 = 63214D | |||
| images = iori_hcbK_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 736: | Line 803: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup=6 (Run), | | startup = 6 (Run), 12 (Attack) | ||
| active=24 (Run), 8 (Attack) | | active = 24 (Run), 8 (Attack) | ||
| recovery=14 (Run), 16 (Attack) | | recovery = 14 (Run), 16 (Attack) | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====hcb,f+P==== | ====hcb,f+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_hcbf+p | ||
| name = Scum Gale | | name = Scum Gale | ||
| input = | | input = 632146A/C | ||
| images = | | images = iori_cmd_grab_umfe.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 755: | Line 823: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup= | | startup = 9 | ||
| active=1 | | active = 1 | ||
| recovery=30 | | recovery = 30 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = 3 | | invul = (3~6)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Desperation Moves== | |||
====qcf hcb+ | ====qcf hcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcfhcb+a | ||
| name = Maiden Masher | | name = Maiden Masher | ||
| input = | | version = 2363214A | ||
| | | version2 = 2363214A | ||
| | | orderId = 1 | ||
| input = 2363214A | |||
| input2 = 2363214A | |||
| images = iori_maidenmasher_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 780: | Line 852: | ||
| recovery = 40 | | recovery = 40 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =-23 | | blockadv = -38 ~ -23 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcfhcb+c | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Maiden Masher | | name = Maiden Masher | ||
| input = | | version = 2363214C | ||
| | | version2 = 2363214C | ||
| | | orderId = 2 | ||
| header = no | |||
| input = 2363214C | |||
| input2 = 2363214C | |||
| images = iori_maidenmasher_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 797: | Line 873: | ||
| startup = 6 | | startup = 6 | ||
| active = 24 | | active = 24 | ||
| recovery = | | recovery = 42 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =-25 | | blockadv = -48 ~ -25 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb hcf+ | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | ====qcb hcf+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcbhcf+a | |||
| name = One For The Road Blast | | name = One For The Road Blast | ||
| input = | | version = 2141236A | ||
| | | version2 = 2141236A | ||
| | | orderId = 1 | ||
| input = 2141236A | |||
| input2 = 2141236A | |||
| images = iori_pillar_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 814: | Line 895: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 18 (If released immediately) | ||
| active = 24 | | active = 24 | ||
| recovery = 45 | | recovery = 45 | ||
Line 822: | Line 903: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcbhcf+c | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = One For The Road Blast | | name = One For The Road Blast | ||
| input = | | version = 2141236C | ||
| | | version2 = 2141236C | ||
| | | orderId = 2 | ||
| header = no | |||
| input = 2141236C | |||
| input2 = 2141236C | |||
| images = iori_pillar_umfe.png | |||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 833: | Line 918: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 18 (If released immediately) | ||
| active = 34 | | active = 34 | ||
| recovery = 49 | | recovery = 49 | ||
Line 841: | Line 926: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Super Desperation Moves== | |||
====qcf hcb+P==== | ====qcf hcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcfhcb+psdm | ||
| name = Maiden Masher | | name = Maiden Masher | ||
| input = | | input = 2363214P | ||
| | | input2 = 2363214P | ||
| | | images = iori_maidenmasher_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 857: | Line 944: | ||
| recovery = 42 | | recovery = 42 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =- | | blockadv = -48 ~ -25 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb hcf+P==== | ====qcb hcf+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcbhcf+psdm | ||
| name = One For The Road Blast | | name = One For The Road Blast | ||
| input = | | input = 2141236P | ||
| | | input2 = 2141236P | ||
| | | images = iori_pillar_umfe.png | ||
| hitboxes = | |||
| damage = | | damage = | ||
| counter = | | counter = | ||
Line 872: | Line 961: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup= | | startup = 18 (If released immediately) | ||
| active= Each pillar is active for | | active = Each pillar is active for 8f | ||
| recovery= 51 | | recovery = 51 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 880: | Line 969: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | |||
[[Category:Iori Yagami]] |
Latest revision as of 00:11, 20 November 2023
Normals
Close Standing Normals
cl.A
Iori Yagami iori_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
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 | C | 5 | 4 | 5 | +3 | +1 | - |
cl.B
Iori Yagami iori_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
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 | C | 6 | 4 | 7 | +1 | -1 | - |
cl.C
Iori Yagami iori_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
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 | C | 3 | 2, 5 | 14 | -1 | -3 | - |
cl.D
Iori Yagami iori_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
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 | - | 6 | 6 | 13 | +1 | -1 | - |
Far Standing Normals
st.A
Iori Yagami iori_sta | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5A
A far A | ||||||||||
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 | - | 7 | 4 | 4 | +4 | +2 | - |
st.B
Iori Yagami iori_stb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5B
B far B | ||||||||||
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 | - | 7 | 4 | 7 | +1 | -1 | - |
st.C
Iori Yagami iori_stc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5C
C far C | ||||||||||
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 | C | 9 | 3 | 19 | -2 | -4 | - |
st.D
Iori Yagami iori_std | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5D
D far D | ||||||||||
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 | - | 11 | 8 | 17 | -5 | -7 | - |
Crouch Normals
cr.A
Iori Yagami iori_cra | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A crouch A | ||||||||||
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 | C | 6 | 3 | 7 | +2 | 0 | - |
cr.B
Iori Yagami iori_crb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2B
2B crouch B | ||||||||||
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 | - | 6 | 5 | 5 | +2 | 0 | - |
cr.C
Iori Yagami iori_crc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2C
2C crouch C | ||||||||||
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 | C | 8 | 5 | 16 | -1 | -3 | - |
cr.D
Iori Yagami iori_crd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D crouch D | ||||||||||
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 | - | 6 | 6 | 31 | SKD | -19 | - |
Jump Normals
j.A
Iori Yagami iori_ja | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.A
j.A jump A | ||||||||||
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 | - | 5 | 9 | - | - | - | - |
j.B
Iori Yagami iori_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump B | ||||||||||
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 | - | 6 | 7 | - | - | - | - |
j.C
Iori Yagami iori_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump C | ||||||||||
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 | - | 10 | 3 | - | - | - | - |
j.D
Iori Yagami iori_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump D | ||||||||||
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 | - | 7 | 3, 2 | - | - | - | - |
Blowback Normals
st.CD
Iori Yagami iori_stcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5CD
CD stand CD | ||||||||||
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 | C | 12 | 5 | 24 | SKD | -7 | - |
j.CD
Iori Yagami iori_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump CD | ||||||||||
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 | - | 14 | 4 | - | - | - | - |
Command Normals
f+A
Iori Yagami iori_f+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6A
6A Dream Blast | ||||||||||
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 | C | 9 | 4 | 19 | -3 | -5 | - |
f+A>A
Iori Yagami iori_f+a>a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6A > A
6A > A Dream Blast | ||||||||||
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 | C | 10 | 7 | 15 | -2 | -4 | - |
f+B
Iori Yagami iori_rawf+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6B
6B Thunder Axe Shadow Reaper | ||||||||||
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 | - | 25 | 3, 3 ,3 | 20 | -3 | -5 | - |
Iori Yagami iori_cancelf+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6B
6B Thunder Axe Shadow Reaper | ||||||||||
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 | C | 21 | 3, 3 ,3 | 20 | -3 | -5 | - |
j.b+B
Iori Yagami iori_jb+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.4B
j.4B Lily Breaker | ||||||||||
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 | - | 2 | 6 | - | - | - | - |
Special Moves
qcf+P
Iori Yagami iori_qcf+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236A
236A Fire Ball | ||||||||||
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 | - | 10 | While on screen | 34 | - | - | - |
Iori Yagami iori_qcf+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236C
236C Fire Ball | ||||||||||
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 | - | 10 | While on screen | 41 | - | - | - |
dp+P
Iori Yagami iori_dp+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623A
623A Dark Thrust | ||||||||||
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 | - | 6 | 1, 2, 8 | 26 | SKD | -16 (point blank) / -18 (close) | (Startup - 1)_Hit+Throw_(Full) |
Iori Yagami iori_dp+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623C
623C Dark Thrust | ||||||||||
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 | - | 6 | 2, 3, 13 | 41 | SKD | -36 (point blank) / -39 (close) | (1~10)_Hit+Throw_(Full) |
qcb+A
Iori Yagami iori_qcb+a | ||||||||||
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214A
214A Deadly Flower | ||||||||||
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 | - | 9 | 3 | 26 | -9 | -11 | - |
qcb+A>qcb+P
Iori Yagami iori_qcb+a>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214A > 214P
214A > 214P Deadly Flower | ||||||||||
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 | - | 8 | 3 | 29 | -12 | -14 | - |
qcb+A>qcb+P>qcb+P
Iori Yagami iori_qcb+a>qcb+p>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214A > 214P > 214P
214A > 214P > 214P Deadly Flower | ||||||||||
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 | - | 18 | 2 | 29 | HKD | -13 | - |
qcb+C
Iori Yagami iori_qcb+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214C
214C Deadly Flower | ||||||||||
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 | - | 12 | 3 | 28 | -11 | -13 | - |
qcb+C>qcb+P
Iori Yagami iori_qcb+c>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214C > 214P
214C > 214P Deadly Flower | ||||||||||
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 | - | 12 | 3 | 29 | -12 | -14 | - |
qcb+C>qcb+P>qcb+P
Iori Yagami iori_qcb+c>qcb+p>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214C > 214P > 214P
214C > 214P > 214P Deadly Flower | ||||||||||
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 | - | 18 | 9 | 31 | HKD | -22 | - |
dp+K
Iori Yagami iori_dp+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623B
623B Slash Talon Comb | ||||||||||
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 | C | 25 | 5 | 25 | -10 | -12 | (1~10)_Hit+Throw_(Full) |
Iori Yagami iori_dp+d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623D
623D Slash Talon Comb | ||||||||||
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 | C | 30 | 5 | 27 | -12 | -14 | (1~10)_Hit+Throw_(Full) |
hcb+K
Iori Yagami iori_hcb+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
63214B
63214B Dark Crescent Slice | ||||||||||
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 | - | 6 (Run), 12 (Attack) | 16 (Run), 8 (Attack) | 14 (Run), 16 (Attack) | HKD | -6 | - |
Iori Yagami iori_hcb+d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
63214D
63214D Dark Crescent Slice | ||||||||||
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 | - | 6 (Run), 12 (Attack) | 24 (Run), 8 (Attack) | 14 (Run), 16 (Attack) | HKD | -6 | - |
hcb,f+P
Iori Yagami iori_hcbf+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
632146A/C
632146A/C Scum Gale | ||||||||||
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. | ||
- | - | - | 9 | 1 | 30 | - | - | (3~6)_Hit+Throw_(Full) |
Desperation Moves
qcf hcb+P
Iori Yagami iori_qcfhcb+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2363214A
2363214A Maiden Masher | ||||||||||
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 | - | 6 | 16 | 40 | SKD | -38 ~ -23 | - |
Iori Yagami iori_qcfhcb+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2363214C
2363214C Maiden Masher | ||||||||||
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 | - | 6 | 24 | 42 | SKD | -48 ~ -25 | - |
qcb hcf+P
Iori Yagami iori_qcbhcf+a | ||||||||||
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2141236A
2141236A One For The Road Blast | ||||||||||
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 | - | 18 (If released immediately) | 24 | 45 | - | - | - |
Iori Yagami iori_qcbhcf+c | ||||||||||
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2141236C
2141236C One For The Road Blast | ||||||||||
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 | - | 18 (If released immediately) | 34 | 49 | - | - | - |
Super Desperation Moves
qcf hcb+P
Iori Yagami iori_qcfhcb+psdm | ||||||||||
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2363214P
2363214P Maiden Masher | ||||||||||
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 | - | 12 | 24 | 42 | SKD | -48 ~ -25 | - |
qcb hcf+P
Iori Yagami iori_qcbhcf+psdm | ||||||||||
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2141236P
2141236P One For The Road Blast | ||||||||||
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 | - | 18 (If released immediately) | Each pillar is active for 8f | 51 | - | - | - |