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The King of Fighters '98 UMFE/Kyo Kusanagi/Data: Difference between revisions

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Line 1: Line 1:
{{CharNavbox 98FE}}
{{CharNavbox 98FE}}
{{TOClimit|3}}
==Idle==
==Idle==


Line 10: Line 9:
| name = Close A
| name = Close A
| input = cl.A
| input = cl.A
| images = UMFE-Kyo-c5A.png
| images = UMFE-Kyo-c5A_proper.png
| hitboxes = UMFE-Kyo-c5A.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 23: Line 22:
| blockadv = +3
| blockadv = +3
| invul =  
| invul =  
| display  = 200px
}}
}}
====cl.B====
====cl.B====
Line 28: Line 28:
| name = Close B
| name = Close B
| input = cl.B
| input = cl.B
| images = UMFE-Kyo-c5B.png
| images = UMFE-Kyo-c5B_proper.png
| hitboxes = UMFE-Kyo-c5B.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
Line 41: Line 41:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
}}
}}
====cl.C====
====cl.C====
Line 46: Line 47:
| name = Close C
| name = Close C
| input = cl.C
| input = cl.C
| images = UMFE-Kyo-c5C.png
| images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png
| hitboxes = UMFE-Kyo-c5C.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 59: Line 60:
| blockadv = -3
| blockadv = -3
| invul =  
| invul =  
| display  = 200px
}}
}}
====cl.D====
====cl.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd
| name = Close D
| name = Close D
| input = cl.D
| input = cl.D
| images = UMFE-Kyo-c5D.png
| images = UMFE-Kyo-c5D_proper.png
| hitboxes = UMFE-Kyo-c5D.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 4
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 77: Line 80:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====Far A====
====f.A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa
| name = Far A
| name = Far A
| input = f.A
| input = f.A
| images = UMFE-Kyo-f5A.png
| images = UMFE-Kyo-f5A_proper.png
| hitboxes = UMFE-Kyo-f5A.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 97: Line 101:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
}}
}}
====Far B====
====f.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb
| name = Far B
| name = Far B
| input = f.B
| input = f.B
| images = UMFE-Kyo-f5B.png
| images = UMFE-Kyo-f5B_proper.png
| hitboxes = UMFE-Kyo-f5B.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 115: Line 120:
| blockadv = -6
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
}}
}}
====Far C====
====f.C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc
| name = Far C
| name = Far C
| input = f.C
| input = f.C
| images = UMFE-Kyo-f5C.png
| images = UMFE-Kyo-f5C_proper.png
| hitboxes = UMFE-Kyo-f5C.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 133: Line 139:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
}}
}}
====Far D====
====f.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd
| name = Far D
| name = Far D
| input = f.D
| input = f.D
| images = UMFE-Kyo-f5D.png
| images = UMFE-Kyo-f5D_proper.png
| hitboxes = UMFE-Kyo-f5D.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 10
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 151: Line 158:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
}}
}}
====Standing CD====
====5CD====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD
| name = Standing CD
| name = Standing CD
| input = 5CD
| input = 5CD
| images = UMFE-Kyo-f5CD.png
| images = UMFE-Kyo-f5CD_proper.png
| hitboxes = UMFE-Kyo-f5CD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 169: Line 177:
| blockadv = +2
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
}}
}}


Line 176: Line 185:
| name = Crouching A
| name = Crouching A
| input = 2A
| input = 2A
| images = UMFE-Kyo-2A.png
| images = UMFE-Kyo-2A_proper.png
| hitboxes = UMFE-Kyo-2A.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 189: Line 198:
| blockadv = +2
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
}}
}}
====2B====
====2B====
Line 194: Line 204:
| name = Crouching B
| name = Crouching B
| input = 2B
| input = 2B
| images = UMFE-Kyo-2B.png
| images = UMFE-Kyo-2B_proper.png
| hitboxes = UMFE-Kyo-2B.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
Line 207: Line 217:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
}}
}}
====2C====
====2C====
Line 212: Line 223:
| name = Crouching C
| name = Crouching C
| input = 2C
| input = 2C
| images = UMFE-Kyo-2C.png
| images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png
| hitboxes = UMFE-Kyo-2C.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 225: Line 236:
| blockadv = -8
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
}}
}}
====2D====
====2D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d
| name = Crouching D
| name = Crouching D
| input = 2D
| input = 2D
| images = UMFE-Kyo-2D.png
| images = UMFE-Kyo-2D_proper.png
| hitboxes = UMFE-Kyo-2D.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
Line 243: Line 256:
| blockadv = -4
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
}}
}}


Line 250: Line 264:
| name = Jumping A
| name = Jumping A
| input = j.A
| input = j.A
| images = UMFE-Kyo-jA.png
| images = UMFE-Kyo-jA_proper.png
| hitboxes = UMFE-Kyo-jA.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 263: Line 277:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====nj.B====
====nj.B====
Line 268: Line 283:
| name = Neutral Jump B
| name = Neutral Jump B
| input = nj.B
| input = nj.B
| images = UMFE-Kyo-njB.png
| images = UMFE-Kyo-njB_proper.png
| hitboxes = UMFE-Kyo-njB.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 281: Line 296:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.B====
====j.B====
Line 286: Line 302:
| name = Jumping B
| name = Jumping B
| input = j.B
| input = j.B
| images = UMFE-Kyo-jB.png
| images = UMFE-Kyo-jB_proper.png
| hitboxes = UMFE-Kyo-jB.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 299: Line 315:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.C====
====j.C====
Line 304: Line 321:
| name = Jumping C
| name = Jumping C
| input = j.C
| input = j.C
| images = UMFE-Kyo-jC.png
| images = UMFE-Kyo-jC_proper.png
| hitboxes = UMFE-Kyo-jC.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 317: Line 334:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====nj.D====
====nj.D====
Line 322: Line 340:
| name = Neutral Jump D
| name = Neutral Jump D
| input = nj.D
| input = nj.D
| images = UMFE-Kyo-njD.png
| images = UMFE-Kyo-njD_proper.png
| hitboxes = UMFE-Kyo-njD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 335: Line 353:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.D====
====j.D====
Line 340: Line 359:
| name = Jumping D
| name = Jumping D
| input = j.D
| input = j.D
| images = UMFE-Kyo-jD.png
| images = UMFE-Kyo-jD_proper.png
| hitboxes = UMFE-Kyo-jD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 353: Line 372:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.CD====
====j.CD====
Line 358: Line 378:
| name = Jumping CD
| name = Jumping CD
| input = j.CD
| input = j.CD
| images = UMFE-Kyo-jCD.png
| images = UMFE-Kyo-jCD_proper.png
| hitboxes = UMFE-Kyo-jCD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 371: Line 391:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}


Line 376: Line 397:
====6B====
====6B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b
| name = Thundering Axe Burst
| name = Ge-Shiki Goufu You
| input = 6B
| input = 6B
| images = UMFE-Kyo-6B.png
| images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png
| hitboxes = UMFE-Kyo-6B.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid,High
| guard = Mid,High [Mid]
| cancel = N
| cancel = N
| startup = 11
| startup = 11
Line 391: Line 412:
| blockadv = -7
| blockadv = -7
| invul =  
| invul =  
| display  = 200px
}}
}}
====3D====
====3D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d
| name = Style 818
| name = 88 Shiki
| input = 3D
| input = 3D
| images = UMFE-Kyo-3D.png
| images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png
| hitboxes = UMFE-Kyo-3D.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
Line 409: Line 432:
| blockadv = -10
| blockadv = -10
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.2C====
====j.2C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C
| name = Drop to Naraku
| name = Ge-Shiki Naraku Otoshi
| input = j.2C
| input = j.2C
| images = UMFE-Kyo-j2C.png
| images = UMFE-Kyo-j2C_proper.png
| hitboxes = UMFE-Kyo-j2C.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 426: Line 451:
| hitadv = HKD (Airborne)
| hitadv = HKD (Airborne)
| blockadv = -
| blockadv = -
| invul =
| display  = 200px
}}
==Special Moves==
====Aragami====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfa
| name = 114 Shiki Aragami
| input = 236A
| version  = 236A
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 11
| active = 5
| recovery = 20
| hitadv = -8
| blockadv = -10
| invul = 1-4f Upper Autoguard
| display  = 200px
}}
====Konokizu====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfa
| name = 128 Shiki Konokizu
| input = 236A after 114 Shiki Aragami
| version  = 236A/C
| images = UMFE-Kyo-236A-236A_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 6
| active = 8
| recovery = 28
| hitadv = SKD
| blockadv = -18
| invul =
| display  = 200px
}}
====Yanosabi 1====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafp
| name = 127 Shiki Yanosabi (1)
| input = 6A/C after 128 Shiki Konokizu
| version  = 6A/C
| images = UMFE-Kyo-236A-236A-fP_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 21
| active = 8
| recovery = 28
| hitadv = HKD
| blockadv = -18
| invul =
| display  = 200px
}}
====Nanase====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafk
| name = 125 Shiki Nanase
| input = 6B/D after 128 Shiki Konokizu
| version  = 6B/D
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 3
| recovery = 27
| hitadv = SKD
| blockadv = -12
| invul =
| display  = 200px
}}
====Yanosabi 2====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcba
| name = 127 Shiki Yanosabi (2)
| input = 63214A/C after 114 Shiki Aragami
| version  = 63214A/C
| images = UMFE-Kyo-236A-236A-hcbp_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = High
| cancel = N
| startup = 14
| active = 4
| recovery = 30
| hitadv = HKD
| blockadv = -8
| invul =
| display  = 200px
}}
====Migiri Ugachi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap
| name = Ge-Shiki Migiri Ugachi
| input = A/C after 127 Shiki Yanosabi (2)
| version  = A/C
| images = UMFE-Kyo-236A-hcba-P_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 23
| active = 14
| recovery = 17
| hitadv = HKD
| blockadv = -13
| invul =
| display  = 200px
}}
====Nanase====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbak
| name = 125 Shiki Nanase
| input = B/D after 127 Shiki Yanosabi
| version  = B/D
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 3
| recovery = 27
| hitadv =
| blockadv = -12
| invul =
| display  = 200px
}}
====Dokugami====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfc
| name = 115 Shiki Dokugami
| input = 236C
| version  = 236C
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 17
| active = 6
| recovery = 19
| hitadv = -5
| blockadv = -7
| invul = 1-5f Upper Autoguard
| display  = 200px
}}
====Tsumu Yomi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp
| name = 401 Shiki Tsumu Yomi
| input = 63214A/C after 115 Shiki Dokugami
| version  = 63214A/C
| images = UMFE-Kyo-236C-hcbP_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 3
| recovery = 34
| hitadv = SKD
| blockadv = -19
| invul =
| display  = 200px
}}
====Batsu Yomi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbpfp
| name = 402 Shiki Batsu Yomi
| input = 6A/C after 401 Shiki Tsumu Yomi
| version  = 6A/C
| images = UMFE-Kyo-236C-hcbP-fP_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 5
| recovery = 39
| hitadv = SKD
| blockadv = -26
| invul =
| display  = 200px
}}
====Oniyaki====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpa
| name = 100 Shiki Oniyaki
| input = 623A/C
| version  = A
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 5
| active = 4,13
| recovery = 27
| hitadv = SKD
| blockadv = -22
| invul = 1-3F Upper Autoguard
| display  = 200px
}}
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpc
| name = 100 Shiki Oniyaki
| input = 623A/C
| version  = C
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 5
| active = 4,16
| recovery = 27
| hitadv = SKD
| blockadv = -35
| invul = 1-3F Upper Autoguard, 2-6F
| display  = 200px
}}
====RED Kick====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb
| name = R.E.D. Kick
| input = 421B/D
| version  = B
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 16
| active = 2,2,2
| recovery = 18
| hitadv = HKD
| blockadv = -6 ~ -2
| invul =
| display  = 200px
}}
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd
| name = R.E.D. Kick
| input = 421B/D
| version  = D
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 16
| active = 3,2,2,2
| recovery = 27
| hitadv = HKD
| blockadv = -4 ~ -2
| invul =  
| invul =  
| display  = 200px
}}
}}


==Special Moves==
====Kai====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb
| name = 75 Shiki Kai
| input = 236B/D~B/D
| version  = B
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 13
| active = 3(7)9
| recovery = 14
| hitadv = SKD
| blockadv = 1st= -12~-10 ; 2nd= -5~+3
| invul =
| display  = 200px
}}
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd
| name = 75 Shiki Kai
| input = 236B/D~B/D
| version  = D
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 17
| active = 3(7)9
| recovery = 14
| hitadv = SKD
| blockadv = 1st= -14~-12 ; 2nd= -5~+3
| invul =
| display  = 200px
}}
====Nue Tsumi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba
| name = 910 Shiki Nue Tsumi
| input = 214A/C
| version  = A
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 2 (Autoguard)
| active = 6,(10),4,5 (Attack)
| recovery = 20
| hitadv = Hard/Soft
| blockadv = -11
| invul = 1-12F Autoguard
| display  = 200px
}}
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc
| name = 910 Shiki Nue Tsumi
| input = 214A/C
| version  = C
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 2 (Autoguard)
| active = 10,(10),4,5 (Attack)
| recovery = 20
| hitadv = Hard/Soft
| blockadv = -11
| invul = 1-12F Autoguard
| display  = 200px
}}
 
====Kototsuki You====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbb
| name = 212 Shiki Kototsuki You
| input = 63214B/D
| version  = B
| images = UMFE-Kyo-63214K_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 13 (Point Blank)
| active = 4
| recovery = 12 (run) 25 (grab)
| hitadv = HKD
| blockadv = -11
| invul =
| display  = 200px
}}
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbd
| name = 212 Shiki Kototsuki You
| input = 63214B/D
| version  = D
| images = UMFE-Kyo-63214K_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 13 (Point Blank)
| active = 4
| recovery = 12 (run) 25 (grab)
| hitadv = HKD
| blockadv = -11
| invul =
| display  = 200px
}}
 
==Desperation Moves==
====Mu Shiki====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfP
| name = Saishu Kessen Ougi Mu Shiki
| input = 236236A/C
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 6
| active = 15
| recovery = 39
| hitadv = SKD
| blockadv =
| invul =
| display  = 200px
}}
 
====Orochinagi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfP
| name = Ura 108 Shiki Orochinagi
| input = 2141236A/C
| images = UMFE-Kyo-2141236P_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 20
| active = 16
| recovery = 25
| hitadv = SKD
| blockadv = ~-15
| invul =
| display  = 200px
}}
 
==Super Desperation Moves==
====Mu Shiki====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfPsdm
| name = Saishu Kessen Ougi Mu Shiki
| input = 236236AC
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 6
| active = 15
| recovery = 39
| hitadv = SKD
| blockadv =
| invul =
| display  = 200px
}}


====Orochinagi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfPsdm
| name = Ura 108 Shiki Orochinagi
| input = 2141236AC
| images = UMFE-Kyo-2141236P_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 20
| active = 16
| recovery = 25
| hitadv = SKD
| blockadv = ~-15
| invul =
| display  = 200px
}}


==Navigation==
{{CharNavbox 98FE}}
{{CharNavbox 98FE}}
==Navigation==
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Kyo Kusanagi]]

Latest revision as of 14:38, 14 November 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Idle

Normals

Close Standing Normals

cl.A

Kyo Kusanagi
Kyo_Ca
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 NOT 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.
-MidC343+5+3-


cl.B

Kyo Kusanagi
Kyo_Cb
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 NOT 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.
-LowC548±0-2-


cl.C

Kyo Kusanagi
Kyo_Cc
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 NOT 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.
-MidC23,99-5-3-


cl.D

Kyo Kusanagi
Kyo_Cd
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 NOT 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.
-MidC445+3+1-


Far Standing Normals

f.A

Kyo Kusanagi
Kyo_Fa
f.A
f.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 NOT 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.
-MidC345+1-1-


f.B

Kyo Kusanagi
Kyo_Fb
f.B
f.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 NOT 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.
-MidN7313-4-6-


f.C

Kyo Kusanagi
Kyo_Fc
f.C
f.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 NOT 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.
-MidC12217-3-1-


f.D

Kyo Kusanagi
Kyo_Fd
f.D
f.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 NOT 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.
-MidC1045+3+1-


5CD

Kyo Kusanagi
Kyo_5CD
5CD
5CD
Standing 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 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.
-MidC19416SKD+2-


Crouching Normals

2A

Kyo Kusanagi
Kyo_2a
2A
2A
Crouching 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 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.
-MidC344+4+2-


2B

Kyo Kusanagi
Kyo_2b
2B
2B
Crouching 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 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.
-LowN345+3+1-


2C

Kyo Kusanagi
Kyo_2c
2C
2C
Crouching 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 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.
-MidC43,320-6-8-


2D

Kyo Kusanagi
Kyo_2d
2D
2D
Crouching 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 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.
-LowC11319SKD-4-


Jumping Normals

j.A

Kyo Kusanagi
Kyo_ja
j.A
j.A
Jumping 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 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.
-HighN58----


nj.B

Kyo Kusanagi
Kyo_njb
nj.B
nj.B
Neutral 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 NOT 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.
-HighN59----


j.B

Kyo Kusanagi
Kyo_jb
j.B
j.B
Jumping 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 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.
-HighN59----


j.C

Kyo Kusanagi
Kyo_jc
j.C
j.C
Jumping 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 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.
-HighN64----


nj.D

Kyo Kusanagi
Kyo_njd
nj.D
nj.D
Neutral 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 NOT 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.
-HighN78----


j.D

Kyo Kusanagi
Kyo_jd
j.D
j.D
Jumping 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 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.
-HighN95----


j.CD

Kyo Kusanagi
Kyo_jCD
j.CD
j.CD
Jumping 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 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.
-MidN174----


Command Normals

6B

Kyo Kusanagi
Kyo_6b
6B
6B
Ge-Shiki Goufu You

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 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,High [Mid]N117(3)718-5-7-


3D

Kyo Kusanagi
Kyo_3d
3D
3D
88 Shiki

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 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.
-LowN23(12)424-8-10-


j.2C

Kyo Kusanagi
Kyo_j2C
j.2C
j.2C
Ge-Shiki Naraku Otoshi
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 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.
-HighN65-HKD (Airborne)--


Special Moves

Aragami

Kyo Kusanagi
Kyo_qcfa
236A
236A
114 Shiki Aragami

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 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.
-MidN11520-8-101-4f Upper Autoguard


Konokizu

Kyo Kusanagi
Kyo_qcfaqcfa
236A after 114 Shiki Aragami
236A after 114 Shiki Aragami
128 Shiki Konokizu
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 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.
-MidN6828SKD-18-


Yanosabi 1

Kyo Kusanagi
Kyo_qcfaqcfafp
6A/C after 128 Shiki Konokizu
6A/C after 128 Shiki Konokizu
127 Shiki Yanosabi (1)
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 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.
-MidN21828HKD-18-


Nanase

Kyo Kusanagi
Kyo_qcfaqcfafk
6B/D after 128 Shiki Konokizu
6B/D after 128 Shiki Konokizu
125 Shiki Nanase
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 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.
-MidN9327SKD-12-


Yanosabi 2

Kyo Kusanagi
Kyo_qcfahcba
63214A/C after 114 Shiki Aragami
63214A/C after 114 Shiki Aragami
127 Shiki Yanosabi (2)
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 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.
-HighN14430HKD-8-


Migiri Ugachi

Kyo Kusanagi
Kyo_qcfahcbap
A/C after 127 Shiki Yanosabi (2)
A/C after 127 Shiki Yanosabi (2)
Ge-Shiki Migiri Ugachi
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 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.
-MidN231417HKD-13-


Nanase

Kyo Kusanagi
Kyo_qcfahcbak
B/D after 127 Shiki Yanosabi
B/D after 127 Shiki Yanosabi
125 Shiki Nanase
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 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.
-MidN9327--12-


Dokugami

Kyo Kusanagi
Kyo_qcfc
236C
236C
115 Shiki Dokugami

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 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.
-MidN17619-5-71-5f Upper Autoguard


Tsumu Yomi

Kyo Kusanagi
Kyo_qcfchcbp
63214A/C after 115 Shiki Dokugami
63214A/C after 115 Shiki Dokugami
401 Shiki Tsumu Yomi
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 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.
-MidN9334SKD-19-


Batsu Yomi

Kyo Kusanagi
Kyo_qcfchcbpfp
6A/C after 401 Shiki Tsumu Yomi
6A/C after 401 Shiki Tsumu Yomi
402 Shiki Batsu Yomi
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 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.
-MidN9539SKD-26-


Oniyaki

Kyo Kusanagi
Kyo_dpa
623A/C
623A/C
100 Shiki Oniyaki


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 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.
-MidN54,1327SKD-221-3F Upper Autoguard



Kyo Kusanagi
Kyo_dpc
623A/C
623A/C
100 Shiki Oniyaki


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 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.
-MidN54,1627SKD-351-3F Upper Autoguard, 2-6F


RED Kick

Kyo Kusanagi
Kyo_rdpb
421B/D
421B/D
R.E.D. Kick


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 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.
-MidN162,2,218HKD-6 ~ -2-



Kyo Kusanagi
Kyo_rdpd
421B/D
421B/D
R.E.D. Kick


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 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.
-MidN163,2,2,227HKD-4 ~ -2-


Kai

Kyo Kusanagi
Kyo_qcfb
236B/D~B/D
236B/D~B/D
75 Shiki Kai

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 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.
-MidN133(7)914SKD1st= -12~-10 ; 2nd= -5~+3-



Kyo Kusanagi
Kyo_qcfd
236B/D~B/D
236B/D~B/D
75 Shiki Kai

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 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.
-MidN173(7)914SKD1st= -14~-12 ; 2nd= -5~+3-


Nue Tsumi

Kyo Kusanagi
Kyo_qcba
214A/C
214A/C
910 Shiki Nue Tsumi


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 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.
-MidN2 (Autoguard)6,(10),4,5 (Attack)20Hard/Soft-111-12F Autoguard



Kyo Kusanagi
Kyo_qcbc
214A/C
214A/C
910 Shiki Nue Tsumi


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 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.
-MidN2 (Autoguard)10,(10),4,5 (Attack)20Hard/Soft-111-12F Autoguard


Kototsuki You

Kyo Kusanagi
Kyo_hcbb
63214B/D
63214B/D
212 Shiki Kototsuki You
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 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.
-MidN13 (Point Blank)412 (run) 25 (grab)HKD-11-



Kyo Kusanagi
Kyo_hcbd
63214B/D
63214B/D
212 Shiki Kototsuki You
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 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.
-MidN13 (Point Blank)412 (run) 25 (grab)HKD-11-


Desperation Moves

Mu Shiki

Kyo Kusanagi
Kyo_qcfqcfP
236236A/C
236236A/C
Saishu Kessen Ougi Mu Shiki

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 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.
-MidN61539SKD--


Orochinagi

Kyo Kusanagi
Kyo_qcbhcfP
2141236A/C
2141236A/C
Ura 108 Shiki Orochinagi
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 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.
-MidN201625SKD~-15-


Super Desperation Moves

Mu Shiki

Kyo Kusanagi
Kyo_qcfqcfPsdm
236236AC
236236AC
Saishu Kessen Ougi Mu Shiki

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 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.
-MidN61539SKD--


Orochinagi

Kyo Kusanagi
Kyo_qcbhcfPsdm
2141236AC
2141236AC
Ura 108 Shiki Orochinagi
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 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.
-MidN201625SKD~-15-


Navigation

The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
System

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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