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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 12: Line 11:
| images = UMFE-Kyo-c5A_proper.png
| images = UMFE-Kyo-c5A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 3
| recovery = 3
Line 31: Line 30:
| images = UMFE-Kyo-c5B_proper.png
| images = UMFE-Kyo-c5B_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 4
| active = 4
| recovery = 8
| recovery = 8
Line 50: Line 49:
| images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png
| images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 2
| active = 3,9
| active = 3,9
| recovery = 9
| recovery = 9
Line 70: Line 69:
| images = UMFE-Kyo-c5D_proper.png
| images = UMFE-Kyo-c5D_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 5
| startup = 4
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 85: Line 84:


===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
Line 91: Line 90:
| images = UMFE-Kyo-f5A_proper.png
| images = UMFE-Kyo-f5A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 104: Line 103:
| display  = 200px
| 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
Line 110: Line 109:
| images = UMFE-Kyo-f5B_proper.png
| images = UMFE-Kyo-f5B_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 8
| startup = 7
| active = 3
| active = 3
| recovery = 13
| recovery = 13
Line 123: Line 122:
| display  = 200px
| 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
Line 129: Line 128:
| images = UMFE-Kyo-f5C_proper.png
| images = UMFE-Kyo-f5C_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 13
| startup = 12
| active = 2
| active = 2
| recovery = 17
| recovery = 17
Line 142: Line 141:
| display  = 200px
| 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
Line 148: Line 147:
| images = UMFE-Kyo-f5D_proper.png
| images = UMFE-Kyo-f5D_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 11
| startup = 10
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 161: Line 160:
| display  = 200px
| 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
Line 167: Line 166:
| images = UMFE-Kyo-f5CD_proper.png
| images = UMFE-Kyo-f5CD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 20
| startup = 19
| active = 4
| active = 4
| recovery = 16
| recovery = 16
Line 188: Line 187:
| images = UMFE-Kyo-2A_proper.png
| images = UMFE-Kyo-2A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 4
| recovery = 4
Line 207: Line 206:
| images = UMFE-Kyo-2B_proper.png
| images = UMFE-Kyo-2B_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 226: Line 225:
| images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png
| images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 5
| startup = 4
| active = 3,3
| active = 3,3
| recovery = 20
| recovery = 20
Line 246: Line 245:
| images = UMFE-Kyo-2D_proper.png
| images = UMFE-Kyo-2D_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 19
| recovery = 19
Line 267: Line 266:
| images = UMFE-Kyo-jA_proper.png
| images = UMFE-Kyo-jA_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 8
| active = 8
| recovery = -
| recovery = -
Line 286: Line 285:
| images = UMFE-Kyo-njB_proper.png
| images = UMFE-Kyo-njB_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 9
| active = 9
| recovery = -
| recovery = -
Line 305: Line 304:
| images = UMFE-Kyo-jB_proper.png
| images = UMFE-Kyo-jB_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 9
| active = 9
| recovery = -
| recovery = -
Line 324: Line 323:
| images = UMFE-Kyo-jC_proper.png
| images = UMFE-Kyo-jC_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = -
| recovery = -
Line 343: Line 342:
| images = UMFE-Kyo-njD_proper.png
| images = UMFE-Kyo-njD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 8
| startup = 7
| active = 8
| active = 8
| recovery = -
| recovery = -
Line 362: Line 361:
| images = UMFE-Kyo-jD_proper.png
| images = UMFE-Kyo-jD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 5
| active = 5
| recovery = -
| recovery = -
Line 381: Line 380:
| images = UMFE-Kyo-jCD_proper.png
| images = UMFE-Kyo-jCD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 18
| startup = 17
| active = 4
| active = 4
| recovery = -
| recovery = -
Line 398: 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_proper.png,UMFE-Kyo-6B2_proper.png
| images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid,High
| guard = Mid,High [Mid]
| cancel = N
| cancel = N
| startup = 12
| startup = 11
| active = 7(3)7
| active = 7(3)7
| recovery = 18
| recovery = 18
Line 418: Line 417:
====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_proper.png,UMFE-Kyo-3D2_proper.png
| images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
| startup = 3
| startup = 2
| active = 3(12)4
| active = 3(12)4
| recovery = 24
| recovery = 24
Line 438: Line 437:
====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_proper.png
| images = UMFE-Kyo-j2C_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
| startup = 7
| startup = 6
| active = 5
| active = 5
| recovery = -
| recovery = -
Line 457: Line 456:


==Special Moves==
==Special Moves==
====qcf+A====
====Aragami====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfa
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfa
| name = Wicked Chew
| name = 114 Shiki Aragami
| input = qcf+A
| input = 236A
| version  = qcf+A
| version  = 236A
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 12
| startup = 11
| active = 5
| active = 5
| recovery = 20
| recovery = 20
Line 478: Line 477:
}}
}}


====qcf+A>qcf+A====
====Konokizu====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfa
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfa
| name = Masticate
| name = 128 Shiki Konokizu
| input = qcf+A>qcf+A
| input = 236A after 114 Shiki Aragami
| version  = qcf+A>qcf+A
| version  = 236A/C
| images = UMFE-Kyo-236A-236A_proper.png
| images = UMFE-Kyo-236A-236A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 7
| startup = 6
| active = 8
| active = 8
| recovery = 28
| recovery = 28
Line 499: Line 498:
}}
}}


====qcf+A>qcf+A>f+P====
====Yanosabi 1====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafp
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafp
| name = Oxidation
| name = 127 Shiki Yanosabi (1)
| input = qcf+A>qcf+A>f+P
| input = 6A/C after 128 Shiki Konokizu
| version  = qcf+A>qcf+A>f+P
| version  = 6A/C
| images = UMFE-Kyo-236A-236A-fP_proper.png
| images = UMFE-Kyo-236A-236A-fP_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 22
| startup = 21
| active = 8
| active = 8
| recovery = 28
| recovery = 28
Line 520: Line 519:
}}
}}


====qcf+A>qcf+A>f+K====
====Nanase====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafk
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafk
| name = Rapids of Rage
| name = 125 Shiki Nanase
| input = qcf+A>qcf+A>f+K
| input = 6B/D after 128 Shiki Konokizu
| version  = qcf+A>qcf+A>f+K
| version  = 6B/D
| images = UMFE-Kyo-236A-236A-fK_proper.png
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery = 27
| recovery = 27
Line 541: Line 540:
}}
}}


====qcf+A>hcb+A====
====Yanosabi 2====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcba
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcba
| name = Oxidation
| name = 127 Shiki Yanosabi (2)
| input = qcf+A>hcb+A
| input = 63214A/C after 114 Shiki Aragami
| version  = qcf+A>hcb+A
| version  = 63214A/C
| images = UMFE-Kyo-236A-236A-hcbp_proper.png
| images = UMFE-Kyo-236A-236A-hcbp_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = High
| cancel = N
| cancel = N
| startup = 15
| startup = 14
| active = 4
| active = 4
| recovery = 30
| recovery = 30
Line 561: Line 560:
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+A>hcb+A>P====
 
====Migiri Ugachi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap
| name = Instantaneous Smash
| name = Ge-Shiki Migiri Ugachi
| input = qcf+A>hcb+A>P
| input = A/C after 127 Shiki Yanosabi (2)
| version  = qcf+A>hcb+A>P
| version  = A/C
| images = UMFE-Kyo-236A-hcba-P_proper.png
| images = UMFE-Kyo-236A-hcba-P_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 24
| startup = 23
| active = 14
| active = 14
| recovery = 17
| recovery = 17
Line 581: Line 581:
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+A>hcb+A>K====
====Nanase====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbak
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbak
| name = Rapids of Rage
| name = 125 Shiki Nanase
| input = qcf+A>hcb+A>K
| input = B/D after 127 Shiki Yanosabi
| version  = qcf+A>hcb+A>K
| version  = B/D
| images = UMFE-Kyo-236A-236A-fK_proper.png
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery = 27
| recovery = 27
Line 602: Line 602:
}}
}}


====qcf+C====
====Dokugami====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfc
| name = Poison Gnawfest
| name = 115 Shiki Dokugami
| input = qcf+C
| input = 236C
| version  = qcf+C
| version  = 236C
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 18
| startup = 17
| active = 6
| active = 6
| recovery = 19
| recovery = 19
Line 623: Line 623:
}}
}}


====qcf+C>hcb+P====
====Tsumu Yomi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp
| name = Recitation of Sins
| name = 401 Shiki Tsumu Yomi
| input = qcf+C>hcb+P
| input = 63214A/C after 115 Shiki Dokugami
| version  = qcf+C>hcb+P
| version  = 63214A/C
| images = UMFE-Kyo-236C-hcbP_proper.png
| images = UMFE-Kyo-236C-hcbP_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery = 34
| recovery = 34
Line 643: Line 643:
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+C>hcb+P>f+P====
====Batsu Yomi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbpfp
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbpfp
| name = Verdict
| name = 402 Shiki Batsu Yomi
| input = qcf+C>hcb+P>f+P
| input = 6A/C after 401 Shiki Tsumu Yomi
| version  = qcf+C>hcb+P>f+P
| version  = 6A/C
| images = UMFE-Kyo-236C-hcbP-fP_proper.png
| images = UMFE-Kyo-236C-hcbP-fP_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 5
| active = 5
| recovery = 39
| recovery = 39
Line 663: Line 663:
| display  = 200px  
| display  = 200px  
}}
}}
====dp+A====
====Oniyaki====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpa
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpa
| name = Fire Ball
| name = 100 Shiki Oniyaki
| input = dp+A
| input = 623A/C
| version  = A
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 4,13
| active = 4,13
| recovery = 27
| recovery = 27
Line 682: Line 683:
| display  = 200px  
| display  = 200px  
}}
}}
====dp+C====
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpc
| name = Fire Ball
| name = 100 Shiki Oniyaki
| input = dp+C
| input = 623A/C
| version  = C
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 4,16
| active = 4,16
| recovery = 27
| recovery = 27
Line 701: Line 703:
| display  = 200px  
| display  = 200px  
}}
}}
====rdp+B====
 
====RED Kick====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb
| name = R.E.D. Kick
| name = R.E.D. Kick
| input = rdp+K
| input = 421B/D
| version  = B
| version  = B
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 17
| startup = 16
| active = 2,2,2
| active = 2,2,2
| recovery = 18
| recovery = 18
Line 721: Line 724:
| display  = 200px  
| display  = 200px  
}}
}}
====rdp+D====
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd
| name = R.E.D. Kick
| name = R.E.D. Kick
| input = rdp+K
| input = 421B/D
| version  = D
| version  = D
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 17
| startup = 16
| active = 3,2,2,2
| active = 3,2,2,2
| recovery = 27
| recovery = 27
Line 742: Line 745:
}}
}}


====qcf+B~B====
====Kai====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb
| name = New Wave Smash
| name = 75 Shiki Kai
| input = qcf+K~K
| input = 236B/D~B/D
| version  = B
| version  = B
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 14
| startup = 13
| active = 3(7)9
| active = 3(7)9
| recovery = 14
| recovery = 14
| hitadv = SKD
| hitadv = SKD
| blockadv = 1st= -12~-10 ; 2nd= SKD
| blockadv = 1st= -12~-10 ; 2nd= -5~+3
| invul =  
| invul =  
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+D~D====
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd
| name = New Wave Smash
| name = 75 Shiki Kai
| input = qcf+K~K
| input = 236B/D~B/D
| version  = D
| version  = D
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 18
| startup = 17
| active = 3(7)9
| active = 3(7)9
| recovery = 14
| recovery = 14
Line 782: Line 785:
| display  = 200px  
| display  = 200px  
}}
}}
====qcb+A====
====Nue Tsumi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba
| name = Phantom Mauler
| name = 910 Shiki Nue Tsumi
| input = qcb+P
| input = 214A/C
| version  = A
| version  = A
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 802: Line 805:
| display  = 200px  
| display  = 200px  
}}
}}
====qcb+C====
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc
| name = Phantom Mauler
| name = 910 Shiki Nue Tsumi
| input = qcb+P
| input = 214A/C
| version  = C
| version  = C
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 823: Line 826:
}}
}}


====hcb+B====
====Kototsuki You====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbb
| name = Crescent Slash
| name = 212 Shiki Kototsuki You
| input = hcb+K
| input = 63214B/D
| version  = B
| version  = B
| images = UMFE-Kyo-63214K_proper.png
| images = UMFE-Kyo-63214K_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 843: Line 846:
| display  = 200px  
| display  = 200px  
}}
}}
====hcb+D====
 
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbd
| name = Crescent Slash
| name = 212 Shiki Kototsuki You
| input = hcb+K
| input = 63214B/D
| version  = D
| version  = D
| images = UMFE-Kyo-63214K_proper.png
| images = UMFE-Kyo-63214K_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 865: Line 868:


==Desperation Moves==
==Desperation Moves==
====qcf,qcf+P====
====Mu Shiki====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfP
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfP
| name = Final Showdown
| name = Saishu Kessen Ougi Mu Shiki
| input = qcf,qcf+P
| input = 236236A/C
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P_proper.png
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 7
| startup = 6
| active = 15
| active = 15
| recovery = 39
| recovery = 39
Line 884: Line 887:
| display  = 200px  
| display  = 200px  
}}
}}
====qcb,hcf+P====
 
====Orochinagi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfP
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfP
| name = Serpent Wave
| name = Ura 108 Shiki Orochinagi
| input = qcb,hcf+P
| input = 2141236A/C
| images = UMFE-Kyo-2141236P_proper.png
| images = UMFE-Kyo-2141236P_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 21
| startup = 20
| active = 16
| active = 16
| recovery = 25
| recovery = 25
Line 905: Line 909:


==Super Desperation Moves==
==Super Desperation Moves==
====qcf,qcf+P====
====Mu Shiki====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfPsdm
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfPsdm
| name = Final Showdown
| name = Saishu Kessen Ougi Mu Shiki
| input = qcf,qcf+P
| input = 236236AC
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P_proper.png
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 7
| startup = 6
| active = 15
| active = 15
| recovery = 39
| recovery = 39
Line 924: Line 928:
| display  = 200px  
| display  = 200px  
}}
}}
====qcb,hcf+P====
 
====Orochinagi====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfPsdm
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfPsdm
| name = Serpent Wave
| name = Ura 108 Shiki Orochinagi
| input = qcb,hcf+P
| input = 2141236AC
| images = UMFE-Kyo-2141236P_proper.png
| images = UMFE-Kyo-2141236P_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 21
| startup = 20
| active = 16
| active = 16
| recovery = 25
| recovery = 25
Line 944: Line 949:
}}
}}


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

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

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

EX Characters

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