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

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


== Introduction ==
== Introduction ==


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


== Changes from Previous Versions ==
==Movelist==


'''98 to 98UM'''
'''Throws'''


Normals:
Baku - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]


* st.C's recovery has been reduced by 5 frames
Beki - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


* cl.C's activation range has been reduced
'''Command Normals'''


* st.B's priority has been reduced
Saku - [[image:fd.gif]] + [[image:a.gif]]


* j.D's active frames have been reduced
Bu - [[image:fd.gif]] + [[image:b.gif]]


* j.D's priority has been reduced
'''Special Moves'''


* Raw f+A's startup has been decreased by 4 frames
Niragu Daichi - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


* f+A can now OTG
Musebu Daichi - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]


* j.C now has a better crossup hitbox
Odoru Daichi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]


Specials:
Kujiku Daichi - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


* hcf+K now combos from heavies
'''Desperation Moves'''


* qcb+P's startup has been increased by 2 frames
Ankoku Jigoku Gokuraku Otoshi - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


Supers:
Araburu Daichi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]


* qcfx2+P's startup has been decreased, and its hitbox has been lengthened
Hoeru Daichi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Hold OK)


* qcfx2+K is now much faster
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98 to 98UM'''


N/A
Normals:


== Normal Moves ==
<ul><li>{{Hover|st.C|C}}'s recovery has been reduced by 5 frames</li>


'''Close'''
<li>cl.C's activation range has been reduced</li>


* cl.A: Whiffs on regular height crouchers. Chainable and cancelable.
<li>{{Hover|st.B|B}}'s priority has been reduced</li></ul>


* cl.B: Not very useful, as it has a short activation range. Chainable and cancelable.
* j.D's active frames have been reduced


* cl.C: Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
* j.D's priority has been reduced


* cl.D: Standing low. Another good combo button. Cancelable.
<ul><li>Raw {{Hover|f+A|6A}}'s startup has been decreased by 4 frames</li>


'''Standing'''
<li>{{Hover|f+A|6A}} can now OTG</li></ul>


* st.A: Good long-ranged poke for checking hops. Chainable and cancelable.
* j.C now has a better crossup hitbox


* st.B: Great long-ranged poke. Good for stopping hops and forwards movement.
* cl.D now hits low


* st.C: Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
Specials:


* st.D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.
<ul><li>{{Hover|hcf+K|41236K}} now combos from heavies</li>


'''Crouching'''
<li>{{Hover|qcb+P|214P}}'s startup has been increased by 2 frames</li></ul>


* cr.A: Great long-ranged cr.A. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.
Supers:


* cr.B: Long-ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable.
<ul><li>{{Hover|qcfx2+P|236236P}}'s startup has been decreased, and its hitbox has been lengthened</li>


* cr.C: Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
<li>{{Hover|qcfx2+K|236236K}} is now much faster</li></ul>


* cr.D: A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.
'''98UM to 98UMFE'''


'''Jumping'''
N/A
 
* j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
 
* j.B: Good air-to-air normal. Hits quite high up.


* j.C: Good jump-in normal. Can crossup.
==Normals==
===Close Standing Normals===
====cl.A====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_cla
| description = *Whiffs on regular height crouchers. Chainable and cancelable.
| phases =
}}
====cl.B====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_clb
| description = *Not very useful, as it has a short activation range. Chainable and cancelable.
| phases =
}}
====cl.C====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_clc
| description = *Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
| phases =
}}
====cl.D====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_cld
| description = *Standing low. Another good combo button. Cancelable.
| phases =
}}
====st.A====


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


== Throws ==
== Throws ==
====Baku====
'''Baku:''' <code>{{Hover|b/f+C|4/6C}} (close)</code>
*Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
====Beki====
'''Beki:''' <code>{{Hover|b/f+D|4/6D}} (close)</code>
*Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.


'''Baku:''' <code>b/f+C (close)</code>
==Command Normals==
 
====f+A====
* Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
{{FrameDataCargo-KOF98FE
 
| moveId = oyashiro_rawf+a,oyashiro_cancelf+a
'''Beki:''' <code>b/f+D (close)</code>
| description2 = *Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).
 
*Good to use in combos.
* Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.
<ul><li>Good anti-mash move when canceled into from {{Hover|cr.A|2A}}.</li></ul>
 
*Can OTG, so if this hits raw you can do another one for extra damage.
== Command Moves ==
*Causes a hard knockdown.
 
| phases =
'''Saku:''' <code>f+A</code>
}}
 
====f+B====
* Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).
{{FrameDataCargo-KOF98FE
 
| moveId = oyashiro_f+b
* Good to use in combos.
| description = *This move is the same whether canceled into or done raw.
 
*Good to use in combos, as it's cancelable.
* Good anti-mash move when canceled into from cr.A.
<ul><li>Does more damage than {{Hover|f+A|6A}}</li></ul>.
 
| phases =
* Can OTG, so if this hits raw you can do another one for extra damage.
}}
 
==Special Normals==
* Causes a hard knockdown.
====Niragu Daichi====
 
{{FrameDataCargo-KOF98FE
'''Bu:''' <code>f+B</code>
| moveId = oyashiro_hcf+p
 
| description = *Command grab with a lot of invincible startup.
* This move is the same whether canceled into or done raw.
*On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.
 
*This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.
* Good to use in combos, as it's cancelable.
*Can be used to go through Guard Cancel CDs or counter moves.
 
| phases =
* Does more damage than f+A.
}}
 
====Musebu Daichi====
== Special Moves ==
{{FrameDataCargo-KOF98FE
 
| moveId = oyashiro_hcbf+p
'''Niragu Daichi:''' <code>hcf+A/C</code>
| description = *1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
 
*Good mixup tool due to its speed, and also your main meterless combo ender.
* Command grab with a lot of invincible startup.
*Very punishable on whiff.
 
| phases =
* On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.
}}
 
====Odoru Daichi====
* This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.
{{FrameDataCargo-KOF98FE
 
| moveId = oyashiro_hcf+b,oyashiro_hcf+d
* Can be used to go through Guard Cancel CDs or counter moves.
|input=hcf + B/D
 
|input2=41236 B/D
'''Musebu Daichi:''' <code>hcb,f+A/C</code>
| description2 = *A forwards-moving command grab.
 
*Has low invincibility during the majority of the startup frames, but not at the beginning.
* 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
*Risky move to use, due to its long startup speed.
 
*D version can be used as a tick throw when cancelled from light normals.
* Good mixup tool due to its speed, and also your main meterless combo ender.
<ul><li>Good to buffer when poking with {{Hover|cr.C|2C}}.</li></ul>
 
| phases =
* Very punishable on whiff.
}}
 
====Kujiki Daichi====
'''Odoru Daichi:''' <code>hcf+B/D</code>
{{FrameDataCargo-KOF98FE
 
| moveId = oyashiro_qcb+a,oyashiro_qcb+c
* A forwards-moving command grab.
|input=qcb + A/C
 
|input2=214 A/C
* Has low invincibility during the majority of the startup frames, but not at the beginning.
| description2 = *A jumping command grab.
 
*On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo.
* Risky move to use, due to its long startup speed.
*Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is.
 
*Can be beaten by an anti-airs or by jumping/hopping.
* D version can be used as a tick throw when cancelled from light normals.
*Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it.
 
| phases =  
* Good to buffer when poking with cr.C.
}}
 
'''Kujiki Daichi:''' <code>qcb+A/C</code>
 
* A jumping command grab.
 
* On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo.
 
* Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is.
 
* Can be beaten by an anti-airs or by jumping/hopping.
 
* Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it.
 
== Desperation Moves ==
 
'''Ankoku Jigoku Gokuraku Otoshi:''' <code>hcbx2+A/C (close)</code>
 
* A 1f command grab DM.
 
* Deals good damage.


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


* Can be used as a reversal.
==Super Desperation Moves==
====Ankoku Jigoku Gokuraku Otoshi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_hcbhcb+Psdm
| description = *MAX version does more damage.
| phases =
}}
====Araburu Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcfqcf+ksdm
| description = *MAX version does more damage.
| phases =
}}
====Hoeru Daichi====
{{FrameDataCargo-KOF98FE
| moveId = oyashiro_qcfqcf+psdm
| description = *MAX version does more damage.
| phases =
}}


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


* MAX version does more damage.
<li>Orochi Yashiro can use either of his command normals, {{Hover|f+A or f+B, in combos: f+B does more damage, but f+A|6A or 6B, in combos: 6B does more damage, but 6A}} is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.</li>


'''Araburu Daichi:''' <code>qcfx2+B/D</code>
<li>In any metered combo, you can replace {{Hover|hcbx2+P with hcbx2+AC|6321463214P with 6321463214AC}} for more damage if you have the resources.</li></ul>
 
* A DM version of his jumping command grab.
 
* It's faster and goes further than the regular version of his jumping grab.
 
* Good for jumping over and punishing projectiles on a read.
 
* It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral.
 
* MAX version does more damage.
 
* Causes a backturned hard knockdown.
 
'''Hoeru Diachi:''' <code>qcfx2+A/C (can be held)</code>
 
* A long-ranged projectile punch that goes fullscreen.
 
* Can be charged up by holding the button down to increase the power of the move.
 
* When fully charged, it becomes unblockable.
 
* Has a deadzone where his arm is.
 
* Causes soft knockdown.
 
== Combos ==
 
'''General Notes:'''
 
* cr.B, cr.A is a tight link, so in situations where hitting low is not strictly required it can be useful to start with cr.A instead.
 
* Orochi Yashiro can use either of his command normals, f+A or f+B, in combos: f+B does more damage, but f+A is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
 
* In any metered combo, you can replace hcbx2+P with hcbx2+AC for more damage if you have the resources.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.A/st.A, hcb,f+P</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.D, f+A/f+B, hcb,f+P/hcf+B</code>
: hcb,f+P does more damage, hcf+B has better corner carry.
 
''Overhead''
 
: <code>f+A, f+A</code>
: OTG combo.
 
===With Meter===
 
''Low''
 
: <code>cr.B, cr.A/st.A, hcbx2+P</code>
: You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel; if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast, otherwise you may accidentally get qcb+A.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.D, f+A/f+B, hcbx2+P</code>
 
===With Quick MAX===
 
''Mid/Jump-In''
 
: <code>j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcf+B/hcbx2+P</code>
: High and fast jump-in combo enabled by Quick MAX. You can go into hcb,f+P or hcf+B to stay in MAX Mode or hcbx2+P for a slight damage increase.
 
''Low''
 
: <code>cr.B, (cr.A), ABC, cl.D, f+A/f+B, hcf+B</code>
:* Hold forward during Quick MAX activation to ensure you're close enough for cl.D.


== Strategy & Tips ==
== Strategy & Tips ==
Line 269: Line 338:
{{#ev:youtube|cxjjtuRX2a0|||'''King of Fighters 98 UM FE: Orochi Yashiro Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|cxjjtuRX2a0|||'''King of Fighters 98 UM FE: Orochi Yashiro Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}


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


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

Latest revision as of 12:52, 11 December 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups


Introduction

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

Movelist

Throws

Baku - (close) / +

Beki - (close) / +

Command Normals

Saku - +

Bu - +

Special Moves

Niragu Daichi - + /

Musebu Daichi - + /

Odoru Daichi - + /

Kujiku Daichi - + /

Desperation Moves

Ankoku Jigoku Gokuraku Otoshi - + /

Araburu Daichi - + /

Hoeru Daichi - + / (Hold OK)

Changes from Previous Versions

98 to 98UM

Normals:

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

Specials:

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

Supers:

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

98UM to 98UMFE

N/A

Normals

Close Standing Normals

cl.A

close A
cl.A
cl.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 4 +4 +2 -
  • Whiffs on regular height crouchers. Chainable and cancelable.

cl.B

close B
cl.B
cl.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 5 9 0 -4 -
  • Not very useful, as it has a short activation range. Chainable and cancelable.

cl.C

close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4, 4 15 -3 -5 -
  • Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.

cl.D

close D
cl.D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low C 3 5 21 -6 -8 -
  • Standing low. Another good combo button. Cancelable.

st.A

Far Standing Normals

stand A
st.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 7 +1 -1 -

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

st.B

stand B
st.B
B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 5 8 13 -9 -11 -
  • Great long-ranged poke. Good for stopping hops and forwards movement.

st.C

stand C
st.C
C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 10 3 27 -10 -12 -
  • Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.

st.D

stand D
st.D
D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 8 4 33 -17 -19 -
  • Slow move with a lot of recovery. Can work as an anti-air if done early enough.

Crouch Normals

cr.A

crouch A
cr.A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 6 +2 0 -
  • Great long-ranged cr.A 2A. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.

cr.B

crouch B
cr.B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low - 6 3 10 -1 -3 -
  • Long-ranged and fairly fast cr.B 2B. One of his main low combo and blockstring starters. Chainable.

cr.C

crouch C
cr.C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 2, 3 28 -13 -15 -
  • Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.

cr.D

crouch D
cr.D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low C 9 3, (5), 5 22 SKD 1st= -17 ; 2nd= -9 -
  • A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.

Jump Normals

j.A

jump A
j.A
j.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 6 9 - - - -
  • A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.

j.B

jump B
j.B
j.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 7 9 - - - -
  • Good air-to-air normal. Hits quite high up.

j.C

jump C
j.C
j.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 8 5 - - - -
  • Good jump-in normal. Can crossup.

j.D

jump D
j.D
j.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 7 5 - - - -
  • Great air-to-air normal. Whiffs on crouchers.

Blowback Normals

st.CD

stand CD
st.CD
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 15 5 24 SKD -7 -
  • Moves forward. Good priority. Cancelable on hit, block, and whiff.

j.CD

jump CD
j.CD
j.CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 11 4 - - - -
  • Great air-to-air normal when the opponent is higher up.

Throws

Baku

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

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

Beki

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

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

Command Normals

f+A

Saku
f+A
6A
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

Raw Raw

- High - 18 3 24 HKD -9 -

Cancelled into Cancelled into

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

f+B

Baku
f+B
6B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 11 5 28 -13 -15 -
  • This move is the same whether canceled into or done raw.
  • Good to use in combos, as it's cancelable.
  • Does more damage than f+A 6A
.

Special Normals

Niragu Daichi

Niragu Daichi
hcf+P
hcf+P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 8 1 28 HKD - (1~8)_Hit+Throw_(Full)
  • Command grab with a lot of invincible startup.
  • On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.
  • This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.
  • Can be used to go through Guard Cancel CDs or counter moves.

Musebu Daichi

Musebu Daichi
hcb,f+P
hcb,f+P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 0 1 35 HKD - -
  • 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
  • Good mixup tool due to its speed, and also your main meterless combo ender.
  • Very punishable on whiff.

Odoru Daichi

Odoru Daichi
hcf + B/D
41236 B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcf+B 41236B

- - - 19 1 22 SKD - -

hcf+D 41236D

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

Kujiki Daichi

Kujiki Daichi
qcb + A/C
214 A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb+A 214A

- - - 25 Until Landing 34 - - -

qcb+C 214C

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

Desperation Moves

Ankoku Jigoku Gokuraku Otoshi

Ankoku Jigoku Gokuraku Otoshi
hcb,hcb+P
6321463214P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 0 1 34 HKD - -
  • A 1f command grab DM.
  • Deals good damage.
  • His best and only DM for finishing combos with.
  • Can be used as a reversal.
  • Causes a hard knockdown.

Araburu Daichi

Araburu Daichi
qcf,qcf+K
236236K
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 13 Until landing 31 HKD - -
  • A DM version of his jumping command grab.
  • It's faster and goes further than the regular version of his jumping grab.
  • Good for jumping over and punishing projectiles on a read.
  • It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral.
  • Causes a backturned hard knockdown.

Hoeru Daichi

Hoeru Daichi
qcf,qcf + A/C
236236 A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf,qcf+A 236236A

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

qcf,qcf+C 236236C

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

Super Desperation Moves

Ankoku Jigoku Gokuraku Otoshi

Ankoku Jigoku Gokuraku Otoshi
hcb,hcb+P
6321463214P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 0 1 35 HKD - -
  • MAX version does more damage.

Araburu Daichi

Araburu Daichi
qcf,qcf+K
236236K
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 13 Until landing 31 HKD - 1-10f inv
  • MAX version does more damage.

Hoeru Daichi

Hoeru Daichi
qcf,qcf+P
236236P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - 20 if released immediately 2, 2, 3 39 SKD - -
  • MAX version does more damage.

General Notes

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

Strategy & Tips

Videos

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

Navigation

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The King of Fighters '98 Ultimate Match Final Edition
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Characters

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

EX Characters

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