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

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{| style="margin-right:1em;" align="right"
 
  | __TOC__
{{CharNavbox 98FE}}
 
{| style="margin-right:1em;" align="left"
  | {{TOClimit|3}}__TOC__
  |}
  |}
[[File:orochiyashiro.gif]]
<section begin="image"/>[[File:Oyashiro umfe stance.gif|right|thumb|x400px]]<section end="image"/>
[[File:Notationkof.png|left]]
[[File:Kof98umfeorochiyashiromovelist.png|left]]
<br clear=all>
<br clear=all>


== Introduction ==
== Introduction ==
Orochi Yashiro is a grappler with a set of great long range normals, especially st.B and j.D. These let him control space and lock the opponents movement down so he can go in and start his mixups. Once in he has access to multiple mixup options like lows, an overhead and 3 command grabs. The most powerful of them is his hcf+P which has invincible startup and he has multiple setups and mixup options out of it. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti jump tool and a lack of meterless far range options.


== Changes from previous versions ==
{{StrengthsAndWeaknesses
|ext=gif
| description =Orochi Yashiro is a grappler with a set of great long-range normals, especially {{Hover|st.B|B}} and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.}}


'''98 to 98UM'''
==Movelist==


Normals:
'''Throws'''
* st.C recovery reduced by 5 frames
* cl.C activation range reduced
* st.B priority reduced
* j.D active frames reduced
* j.D priority reduced
* raw f+A startup decreased by 4 frames
* f+A can now otg
* j.C has a better crossup hitbox


Specials:
Baku - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
* hcf+K now combos from heavies
* qcb+P startup increased by 2 frames


Supers:
Beki - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
* qcfx2+P startup decreased and got a longer hitbox so it's easier to hit
* qcfx2+K is a lot faster


'''98UM to 98UMFE'''
'''Command Normals'''


no changes
Saku - [[image:fd.gif]] + [[image:a.gif]]


== Normal Moves ==
Bu - [[image:fd.gif]] + [[image:b.gif]]


'''Close'''
'''Special Moves'''
*cl. A: whiffs on regular height crouchers. Chainable. Cancelable.
*cl. B: not very useful as it has a short activation range. Chainable. Cancelable.
*cl. C: good as a close up anti air to catch jumps. Good combo normal. whiffs on tiny crouchers. Cancelable.
*cl. D: hits low. another good combo button. Cancelable.


'''Stand'''
Niragu Daichi - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
*st. A: good long ranged poke for checking. Chainable. Cancelable.
*st. B: great long ranged poke. good for stopping hops and forwards movement. Not chainable. Not Cancelable.
*st. C: fairly slow and doesn't reach very far. Very good hitbox. Cancelable on whiff and contact.
*st. D: slow move with a lot of recovery. Can work as an anti air if done early enough. Not cancelable.


'''Crouch'''
Musebu Daichi - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
*cr. A: great long ranged cr.A good for comboing and blockstrings. Good to tick throw(hcf+P) with. Chainable. Cancelable.
*cr. B: long ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable. Not cancelable.
*cr. C: great anti air as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
*cr. D: a fairly slow sweep with long range and great priority. Cancelable on whiff and contact.


'''Jump'''
Odoru Daichi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
*j. A: a great jumping normal due to it's nice priority. Can work as a jumpin or as an air to air.
*j. B: good air to air normal. hits quite high up.
*j. C: good jumpin normal. can crossup.
*j. D: great air to air normal. whiffs on crouchers.


'''Blowback'''
Kujiku Daichi - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
*st. CD: moves forward. good priority. Cancelable on whiff and contact.
*j. CD: Great air to air normal when the opponent is higher up.


== Throws ==
'''Desperation Moves'''


'''Baku:''' (close) b/f + C
Ankoku Jigoku Gokuraku Otoshi - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


* Regular throw, techable. Yashiro punches the opponent in the stomach sending them full screen away with a soft knockdown.
Araburu Daichi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]


'''Beki:''' (close) b/f + D
Hoeru Daichi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Hold OK)


* Regular throw, techable. Yashiro picks the opponent up and slams them behind them sending them full screen away with a backturned hard knockdown.
== Changes from Previous Versions ==


== Command Moves ==
'''98 to 98UM'''


'''Saku:''' f + A
Normals:


* overhead when done raw, loses that property when cancelled into but becomes cancelable instead.
<ul><li>{{Hover|st.C|C}}'s recovery has been reduced by 5 frames</li>


* good to use in combos.
<li>cl.C's activation range has been reduced</li>


* good anti mash move when cancelled from cr.A.
<li>{{Hover|st.B|B}}'s priority has been reduced</li></ul>


* Can otg so if this hits raw you can do another one for extra damage.
* j.D's active frames have been reduced


* Causes a hard knockdown.
* j.D's priority has been reduced


'''Bu:''' f + B
<ul><li>Raw {{Hover|f+A|6A}}'s startup has been decreased by 4 frames</li>


* this move is the same whether cancelled into or done raw.
<li>{{Hover|f+A|6A}} can now OTG</li></ul>


* good to use in combos as it's cancelable.
* j.C now has a better crossup hitbox


* Does more damage than f+A
* cl.D now hits low


== Special Moves ==
Specials:


'''Niragu Daichi:''' (close) hcf + A/C
<ul><li>{{Hover|hcf+K|41236K}} now combos from heavies</li>


* slower startup command grab with invincible startup.
<li>{{Hover|qcb+P|214P}}'s startup has been increased by 2 frames</li></ul>


* on a successful grab it launches the opponent high up into the air putting them in a juggleable state. If you let them fall to the ground they will take damage and be put into a hard knockdown state.
Supers:


* This move is the basis for Orochi Yashiros setups and resets making it his most dangerous mixup tool.
<ul><li>{{Hover|qcfx2+P|236236P}}'s startup has been decreased, and its hitbox has been lengthened</li>


* Can be used to go through guard cancel CDs or counter moves.
<li>{{Hover|qcfx2+K|236236K}} is now much faster</li></ul>


'''Musebu Daichi:''' (close) hcb, f + A/C
'''98UM to 98UMFE'''


* 1f command grab that slams the opponent to the ground repeteadly and leaves them in a backturned hard knockdown state.
N/A


* good mixup tool due to it's speed and also your main meterless combo ender.
==Normals==
===Close Standing Normals===
====cl.A====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_cla
| description = *Whiffs on regular height crouchers. Chainable and cancelable.
| phases =
}}
====cl.B====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_clb
| description = *Not very useful, as it has a short activation range. Chainable and cancelable.
| phases =
}}
====cl.C====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_clc
| description = *Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
| phases =
}}
====cl.D====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_cld
| description = *Standing low. Another good combo button. Cancelable.
| phases =
}}
====st.A====
===Far Standing Normals===
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_sta
| description = Good long-ranged poke for checking hops. Chainable and cancelable.
| phases =
}}
====st.B====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_stb
| description = *Great long-ranged poke. Good for stopping hops and forwards movement.
| phases =
}}
====st.C====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_stc
| description = *Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
| phases =
}}
====st.D====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_std
| description = *Slow move with a lot of recovery. Can work as an anti-air if done early enough.
| phases =
}}
===Crouch Normals===
====cr.A====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_cra
| description = <ul><li>Great long-ranged {{Hover|cr.A|2A}}. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.</li></ul>
| phases =
}}
====cr.B====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_crb
| description = <ul><li>Long-ranged and fairly fast {{Hover|cr.B|2B}}. One of his main low combo and blockstring starters. Chainable.</li></ul>
| phases =
}}
====cr.C====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_crc
| description = *Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
| phases =
}}
====cr.D====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_crd
| description = *A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.
| phases =
}}
===Jump Normals===
====j.A====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_ja
| description = *A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
| phases =
}}
====j.B====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_jb
| description = *Good air-to-air normal. Hits quite high up.
| phases =
}}
====j.C====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_jc
| description = *Good jump-in normal. Can crossup.
| phases =
}}
====j.D====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_jd
| description = *Great air-to-air normal. Whiffs on crouchers.
| phases =
}}
===Blowback Normals===
====st.CD====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_stcd
| description = *Moves forward. Good priority. Cancelable on hit, block, and whiff.
| phases =
}}
====j.CD====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_jcd
| description = *Great air-to-air normal when the opponent is higher up.
| phases =
}}


* very punishable on whiff.
== Throws ==
 
====Baku====
'''Odoru Daichi:''' hcf + B/D
'''Baku:''' <code>{{Hover|b/f+C|4/6C}} (close)</code>
 
*Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
* a forwards moving command grab.
====Beki====
 
'''Beki:''' <code>{{Hover|b/f+D|4/6D}} (close)</code>
* has low invincibility during the majority of the startup frames but not at the beginning.
*Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.
 
* risky move to use due to it's long startup speed.
 
* D version can be used as a tick throw when cancelled from light normals.
 
* good to buffer when poking with cr.C.
 
'''Kujiki Daichi:''' qcb + A/C
 
* a jumping command grab.
 
* on hit it sideswitches O.Yashiro and gives him enough time to connect a cl.C/D into a full combo.
 
* Very risky move due to its large amount of startup frames and how telegraphed the jumping part is.
 
* can be beaten by an anti airs or by jumping/hopping.
 
* newer players will get hit a lot by this but good opponents will punish it pretty much every time due to how much time there is to react to it.
 
== Desperation Moves ==
 
'''Ankoku Jigoku Gokuraku Otoshi:''' (close) hcb, hcb + A/C
 
* a 1f command grab.
 
* deals good damage.
 
* his best and only super for finishing combos with.
 
* can be used as a reversal.
 
* causes hard knockdown.
 
* Max version does more damage.
 
'''Araburu Daichi:''' (close) qcf, qcf + B/D
 
* a super version of his jumping command grab.
 
* it's faster and goes further than the regular version of his jumping grab.
 
* good for jumping over and punishing fireballs on reads.
 
* it still has the problem of his regular jumping command grab as this super has a superflash that can let the opponent react to it easier when done in neutral.
 
* Max version does more damage.
 
* Causes a backturned hard knockdown.
 
'''Hoeru Diachi:''' (close) qcf, qcf + A/C
 
* a long ranged projectile punch that goes full screen.
 
* can be charged up by holding the button down to increase the power of the move.
 
* when fully charged it becomes unblockable.
 
* has a blindspot where his arm is.
 
* causes soft knockdown.
== Combos ==
 
* cr.B, cr.A is quite a hard link, so you can also use cr.A in place of cr.B in any of the following combos, although cr.A doesn't hit low
 
* O.Yashiro can use either of his command normals, f+A or f+B in combos: f+B does more damage, but f+A is safer on block so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
 
* In any metered combo, you can replace hcbx2+P with hcbx2+AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.
 
===Meterless===
 
Low
: <code>cr.B/cr.A, cr.Ax2, st.B</code>:


: <code>cr.B/cr.A, cr.A/st.A, hcb,f+P</code>:
==Command Normals==
====f+A====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_rawf+a,oyashiro_cancelf+a
| description2 = *Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).
*Good to use in combos.
<ul><li>Good anti-mash move when canceled into from {{Hover|cr.A|2A}}.</li></ul>
*Can OTG, so if this hits raw you can do another one for extra damage.
*Causes a hard knockdown.
| phases =
}}
====f+B====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_f+b
| description = *This move is the same whether canceled into or done raw.
*Good to use in combos, as it's cancelable.
<ul><li>Does more damage than {{Hover|f+A|6A}}</li></ul>.
| phases =
}}
==Special Normals==
====Niragu Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_hcf+p
| description = *Command grab with a lot of invincible startup.
*On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.
*This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.
*Can be used to go through Guard Cancel CDs or counter moves.
| phases =
}}
====Musebu Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_hcbf+p
| description = *1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
*Good mixup tool due to its speed, and also your main meterless combo ender.
*Very punishable on whiff.
| phases =
}}
====Odoru Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_hcf+b,oyashiro_hcf+d
|input=hcf + B/D
|input2=41236 B/D
| description2 = *A forwards-moving command grab.
*Has low invincibility during the majority of the startup frames, but not at the beginning.
*Risky move to use, due to its long startup speed.
*D version can be used as a tick throw when cancelled from light normals.
<ul><li>Good to buffer when poking with {{Hover|cr.C|2C}}.</li></ul>
| phases =
}}
====Kujiki Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcb+a,oyashiro_qcb+c
|input=qcb + A/C
|input2=214 A/C
| description2 = *A jumping command grab.
*On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo.
*Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is.
*Can be beaten by an anti-airs or by jumping/hopping.
*Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it.
| phases =
}}


Anywhere
==Desperation Moves==
: <code>(j.X), cl.D, f+A/f+B, hcb,f+P</code>:
====Ankoku Jigoku Gokuraku Otoshi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_hcbhcb+P
| description = *A 1f command grab DM.
*Deals good damage.
*His best and only DM for finishing combos with.
*Can be used as a reversal.
*Causes a hard knockdown.
| phases =
}}
====Araburu Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcfqcf+k
| description = *A DM version of his jumping command grab.
*It's faster and goes further than the regular version of his jumping grab.
*Good for jumping over and punishing projectiles on a read.
*It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral.
*Causes a backturned hard knockdown.
| phases =
}}
====Hoeru Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcfqcf+a,oyashiro_qcfqcf+c
|input=qcf,qcf + A/C
|input2=236236 A/C
| description2 = *A long-ranged projectile punch that goes fullscreen.
*Can be charged up by holding the button down to increase the power of the move.
*When fully charged, it becomes unblockable.
*Has a deadzone where his arm is.
*Causes soft knockdown.
| phases =
}}


: <code>(j.X), cl.D, f+A/f+B, hcf+B</code>:
==Super Desperation Moves==
:* hcb,f+P does more damage, hcf+B has better corner carry
====Ankoku Jigoku Gokuraku Otoshi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_hcbhcb+Psdm
| description = *MAX version does more damage.
| phases =
}}
====Araburu Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcfqcf+ksdm
| description = *MAX version does more damage.
| phases =
}}
====Hoeru Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcfqcf+psdm
| description = *MAX version does more damage.
| phases =
}}


Overhead
==General Notes==
: <code>f+A, f+A</code>:
<ul><li>{{Hover|cr.B, cr.A|2B, 2A}} is a tight link, so in situations where hitting low is not strictly required it can be useful to start with {{Hover|cr.A|2A}} instead.</li>


===With Meter===
<li>Orochi Yashiro can use either of his command normals, {{Hover|f+A or f+B, in combos: f+B does more damage, but f+A|6A or 6B, in combos: 6B does more damage, but 6A}} is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.</li>
''Low''
: <code>cr.B/cr.A, cr.A/st.A, hcbx2+P</code>:
:* You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel: if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast otherwise you may accidentally get qcb+A


Anywhere
<li>In any metered combo, you can replace {{Hover|hcbx2+P with hcbx2+AC|6321463214P with 6321463214AC}} for more damage if you have the resources.</li></ul>
 
: <code>(j.X), cl.D, f+A/f+B, hcbx2+P</code>:
 
===With Quick Max===
 
Anywhere
 
: <code>j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcbx2+P</code>:
:* High jump-in combo enabled by quick max
 
Low
 
: <code>cr.B/cr.A, cr.A, ABC, cl.D, f+A/f+B, hcf+B</code>:
:* Hold forward during quick max activation to ensure you're close enough for cl.D
 
: <code>cr.B, ABC, cl.D, f+A/f+B, hcbx2+P</code>:


== Strategy & Tips ==
== Strategy & Tips ==
Line 235: Line 337:
{{#ev:youtube|cxjjtuRX2a0|||'''King of Fighters 98 UM FE: Orochi Yashiro Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|cxjjtuRX2a0|||'''King of Fighters 98 UM FE: Orochi Yashiro Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}


== External Links ==
== Navigation ==
 
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}


[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Orochi Yashiro]]
[[Category:Orochi Yashiro]]

Latest revision as of 23:59, 28 August 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups


Introduction

Orochi Yashiro is a grappler with a set of great long-range normals, especially st.B B and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.

Movelist

Throws

Baku - (close) / +

Beki - (close) / +

Command Normals

Saku - +

Bu - +

Special Moves

Niragu Daichi - + /

Musebu Daichi - + /

Odoru Daichi - + /

Kujiku Daichi - + /

Desperation Moves

Ankoku Jigoku Gokuraku Otoshi - + /

Araburu Daichi - + /

Hoeru Daichi - + / (Hold OK)

Changes from Previous Versions

98 to 98UM

Normals:

  • st.C C's recovery has been reduced by 5 frames
  • cl.C's activation range has been reduced
  • st.B B's priority has been reduced
  • j.D's active frames have been reduced
  • j.D's priority has been reduced
  • Raw f+A 6A's startup has been decreased by 4 frames
  • f+A 6A can now OTG
  • j.C now has a better crossup hitbox
  • cl.D now hits low

Specials:

  • hcf+K 41236K now combos from heavies
  • qcb+P 214P's startup has been increased by 2 frames

Supers:

  • qcfx2+P 236236P's startup has been decreased, and its hitbox has been lengthened
  • qcfx2+K 236236K is now much faster

98UM to 98UMFE

N/A

Normals

Close Standing Normals

cl.A

close A
cl.A
cl.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 3 4 4 +4 +2 -
  • Whiffs on regular height crouchers. Chainable and cancelable.

cl.B

close B
cl.B
cl.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 3 5 9 0 -4 -
  • Not very useful, as it has a short activation range. Chainable and cancelable.

cl.C

close C
cl.C
cl.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 3 4, 4 15 -3 -5 -
  • Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.

cl.D

close D
cl.D
cl.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Low C 3 5 21 -6 -8 -
  • Standing low. Another good combo button. Cancelable.

st.A

Far Standing Normals

stand A
st.A
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 3 4 7 +1 -1 -

Good long-ranged poke for checking hops. Chainable and cancelable.

st.B

stand B
st.B
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid - 5 8 13 -9 -11 -
  • Great long-ranged poke. Good for stopping hops and forwards movement.

st.C

stand C
st.C
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 10 3 27 -10 -12 -
  • Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.

st.D

stand D
st.D
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 8 4 33 -17 -19 -
  • Slow move with a lot of recovery. Can work as an anti-air if done early enough.

Crouch Normals

cr.A

crouch A
cr.A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 3 4 6 +2 0 -
  • Great long-ranged cr.A 2A. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.

cr.B

crouch B
cr.B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Low - 6 3 10 -1 -3 -
  • Long-ranged and fairly fast cr.B 2B. One of his main low combo and blockstring starters. Chainable.

cr.C

crouch C
cr.C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 3 2, 3 28 -13 -15 -
  • Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.

cr.D

crouch D
cr.D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Low C 9 3, (5), 5 22 SKD 1st= -17 ; 2nd= -9 -
  • A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.

Jump Normals

j.A

jump A
j.A
j.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- High - 6 9 - - - -
  • A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.

j.B

jump B
j.B
j.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- High - 7 9 - - - -
  • Good air-to-air normal. Hits quite high up.

j.C

jump C
j.C
j.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- High - 8 5 - - - -
  • Good jump-in normal. Can crossup.

j.D

jump D
j.D
j.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- High - 7 5 - - - -
  • Great air-to-air normal. Whiffs on crouchers.

Blowback Normals

st.CD

stand CD
st.CD
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 15 5 24 SKD -7 -
  • Moves forward. Good priority. Cancelable on hit, block, and whiff.

j.CD

jump CD
j.CD
j.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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- High - 11 4 - - - -
  • Great air-to-air normal when the opponent is higher up.

Throws

Baku

Baku: b/f+C 4/6C (close)

  • Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.

Beki

Beki: b/f+D 4/6D (close)

  • Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.

Command Normals

f+A

Saku
f+A
6A
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.

Raw Raw

- High - 18 3 24 HKD -9 -

Cancelled into Cancelled into

- Mid C 13 3 24 -7 -9 -
  • Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).
  • Good to use in combos.
  • Good anti-mash move when canceled into from cr.A 2A.
  • Can OTG, so if this hits raw you can do another one for extra damage.
  • Causes a hard knockdown.

f+B

Baku
f+B
6B
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- Mid C 11 5 28 -13 -15 -
  • This move is the same whether canceled into or done raw.
  • Good to use in combos, as it's cancelable.
  • Does more damage than f+A 6A
.

Special Normals

Niragu Daichi

Niragu Daichi
hcf+P
hcf+P
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 8 1 28 HKD - (1~8)_Hit+Throw_(Full)
  • Command grab with a lot of invincible startup.
  • On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.
  • This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.
  • Can be used to go through Guard Cancel CDs or counter moves.

Musebu Daichi

Musebu Daichi
hcb,f+P
hcb,f+P
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 0 1 35 HKD - -
  • 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
  • Good mixup tool due to its speed, and also your main meterless combo ender.
  • Very punishable on whiff.

Odoru Daichi

Odoru Daichi
hcf + B/D
41236 B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.

hcf+B 41236B

- - - 19 1 22 SKD - -

hcf+D 41236D

- - - 22 1 22 SKD - -
  • A forwards-moving command grab.
  • Has low invincibility during the majority of the startup frames, but not at the beginning.
  • Risky move to use, due to its long startup speed.
  • D version can be used as a tick throw when cancelled from light normals.
  • Good to buffer when poking with cr.C 2C.

Kujiki Daichi

Kujiki Daichi
qcb + A/C
214 A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.

qcb+A 214A

- - - 25 Until Landing 34 - - -

qcb+C 214C

- - - 29 Until Landing 41 - - -
  • A jumping command grab.
  • On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo.
  • Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is.
  • Can be beaten by an anti-airs or by jumping/hopping.
  • Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it.

Desperation Moves

Ankoku Jigoku Gokuraku Otoshi

Ankoku Jigoku Gokuraku Otoshi
hcb,hcb+P
6321463214P
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 0 1 34 HKD - -
  • A 1f command grab DM.
  • Deals good damage.
  • His best and only DM for finishing combos with.
  • Can be used as a reversal.
  • Causes a hard knockdown.

Araburu Daichi

Araburu Daichi
qcf,qcf+K
236236K
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 13 Until landing 31 HKD - -
  • A DM version of his jumping command grab.
  • It's faster and goes further than the regular version of his jumping grab.
  • Good for jumping over and punishing projectiles on a read.
  • It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral.
  • Causes a backturned hard knockdown.

Hoeru Daichi

Hoeru Daichi
qcf,qcf + A/C
236236 A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.

qcf,qcf+A 236236A

- - - 20 if released immediately 2, 2, 3 39 SKD - -

qcf,qcf+C 236236C

- - - 21 if released immediately 2, 2, 3 40 SKD - -
  • A long-ranged projectile punch that goes fullscreen.
  • Can be charged up by holding the button down to increase the power of the move.
  • When fully charged, it becomes unblockable.
  • Has a deadzone where his arm is.
  • Causes soft knockdown.

Super Desperation Moves

Ankoku Jigoku Gokuraku Otoshi

Ankoku Jigoku Gokuraku Otoshi
hcb,hcb+P
6321463214P
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 0 1 35 HKD - -
  • MAX version does more damage.

Araburu Daichi

Araburu Daichi
qcf,qcf+K
236236K
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 13 Until landing 31 HKD - 1-10f inv
  • MAX version does more damage.

Hoeru Daichi

Hoeru Daichi
qcf,qcf+P
236236P
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 NOT included. Activex, (y), z means the move has two hits. 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 to note the frame range.
- - - 20 if released immediately 2, 2, 3 39 SKD - -
  • MAX version does more damage.

General Notes

  • cr.B, cr.A 2B, 2A is a tight link, so in situations where hitting low is not strictly required it can be useful to start with cr.A 2A instead.
  • Orochi Yashiro can use either of his command normals, f+A or f+B, in combos: f+B does more damage, but f+A 6A or 6B, in combos: 6B does more damage, but 6A is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
  • In any metered combo, you can replace hcbx2+P with hcbx2+AC 6321463214P with 6321463214AC for more damage if you have the resources.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Orochi Yashiro Guide by Mash It Out

Navigation

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The King of Fighters '98 Ultimate Match Final Edition
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Characters

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

EX Characters

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