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[[Image:Iroha_3.jpg]]
{{CharNavbox SSVI}}
[[File:iroha-select.png|240px|thumb|right]]
__TOC__


==Introduction==
==Introduction==
'''Full name''': Iroha (いろは)
Iroha is defined by two things as far as movement is concerned: her double jump, which allows her to play a sort of footsies in the air and position herself for zoning, setups and crossups, and having a step dash instead of a run. Some returning characters have also replaced their run with a step yet they don't get quite as much mileage out of this new system as Iroha, whose steps not only travel far and fast enabling easy pressure after a knockdown but who also has normals designed around the step's limitations. Her feather shots leave her advantageous and can be tiger knee'd for different properties, and furthermore Iroha has an assortment of normals which can be kara cancelled into her air specials making her execution somewhat technical. Iroha is very strong in this game so the time it will take you to figure out these quirks is well worth the investment.


==Data==
*Dash type: Step
*Damage taken: 110%
*Rage retention: 180
*Rage duration: 9 seconds (4th Shortest)


=Gameplay Overview=
==Gameplan==
[[File:adillustration2.png|240px|thumb|right]]
Iroha is a crane with a sore foot. This means you will be hopping instead of running, 'flying' with double jumps, throwing feathers for frame advantage and space control and squabbling your opponent with forward hops, strong meaties and quirky mixup options. Your vitality and damage output are both pretty low, so you'll have to be ready to switch between zoning with feathers and dashing in their face on the fly.


The first thing you must know about Iroha is how her step works. She can't run, which means she has no running normals nor can she run-up grab as seamlessly as other characters are able to. Furthermore while her backdash is cancellable into air specials, her step is not. However, your step not only travels extremely far and can hop over very low attacks but it recovers quickly, making it easy to get in the opponent's face and go for either a meaty with n5B which can hit confirm easily, one of Iroha's various overheads (5D 214S up close, 6D 214S from a distance), a crossup over a crouching opponent (6D 623A/B point blank, though this does pitiful damage) or one of her low attacks (2B, 2D, 3D). If you are in Rage you may be tempted to throw in your WFT as a mixup option, as it is a command grab which deals respectable damage - however, it can be jumped on reaction, so it won't hit unless the opponent is stuck in an attack. 623C and WFT are your invincible reversals. To compensate for her limited ground movement, Iroha has 5C, 3D and 4D for long-ranged punish options. 5C travels extremely far but is unsafe. 4D is not too safe either and doesn't travel as far but it can be cancelled into specials, moreover it can be performed while unarmed.


==Normals==
The extra mobility option of double jumping is very important for Iroha. It not only allows her to change up her air approaches for crossups, reverse crossups and anti-air baits, but also allows her to space her Wind Slash (236S/D) projectiles effectively. These feathers are essential not only for irritating the opponent into making a move but for also leaving you advantageous. Faster versions of feathers have longer recovery which can be circumvented by tiger knee'ing them. However, it is 236A on the ground which gives you the slowest feather and the quickest recovery, allowing you to chase behind it safely or at least let it occupy the lower half of the screen while you control the skies. Using feathers in conjunction with your extra mobility options is key for not only controlling space and making your way in but for keeping Iroha herself safe, as her defense is quite low.


'''Close Normals'''
==Spirits==
*Close L/M/K are all cancel-able.
Iroha is an odd bird, with a command grab for a WFT and a short Rage timer. This means she can't confirm into WFT the same way most other characters can, but she can guarantee WFT after Pursuit and on close range punishes.
*Close M does two hits, both can be canceled.
*I Spirit foregoes WFT entirely in favor of a massive Rage damage bonus and long range Hyper Slash. While her Rage build is good, her short duration (further reduced slightly in I) makes capitalizing on the damage bonus more difficult and her Hyper Slash does poor damage. She also gains no defensive or movement options in this Spirit, though she still has 646D to compliment her good buttons.
*Close S makes the opponent stagger but the recovery to follow-up with an attack.
*II Spirit makes the most of WFT hits by breaking the opponent's weapon, but she won't get as many opportunities to land it. She can also try to set it up with rolls, but bear in mind it's jumpable after the superflash. II also gives her one time access to her Secret Move, along with ducks and hops for defense.
*Close K is an aerial and be canceled into any of her air attacks.
*III Spirit lets Iroha charge Rage manually and gives her infinite Rage at low health, so she gets more opportunities to land WFT. III also has a slight Rage duration penalty, however. She gets dodge and circle step as defensive options.
*IV Spirit's Continuous Slash builds massive Rage on her CS4 combo thanks to high Rage retention, and her quick CS starter means she has plenty of chances to use it. She gets dodge and circle step in this Spirit as well, along with Rage Explosion and Issen.
*V downplays WFT in favor of meditating for State of Nothingness. Iroha can easily create space to meditate safely, and she has great mixup that doesn't knock down and a launcher in 4D for unburstable combos. She also gets rolls, duck, hop, and a forward hop in this Spirit, though if you're meditating then you'll have fewer opportunities for roll cancel command grabs.
*VI avoids the issue of low Rage duration by giving her infinite duration. She'll build meter more slowly than in other Spirits, but can hold WFT for guaranteed reward. Mikiri dodges help maximize her punish game, and Hyper Guard creates space and lets her turn situations around quickly in exchange for some meter. It also gives her repeated access to her Secret Move at low health.


==Normal Moves==
===Far Slashes===
{{FrameDataCargo-SSVI
| moveId = iroha_5a
| display = 230x230px
| description =
Standard jab. Not very rewarding as you can't cancel it.
}}


'''Far Normals'''
{{FrameDataCargo-SSVI
*Stand S makes her jump forward and do a slash, hard knockdown.
| moveId = iroha_5b
*f+K makes do a somersault to kick in the opponent in the head, whiff/cancel-able.
| display = 230x230px
| description =
Forward swipe with decent range. Your longest range for recoil cancels, which Iroha can do best with 236S and 214A.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_5c
| display = 230x230px
| description =
Iroha lunges forward from over a dash away, which makes it great for punishes considering you can't run. Can go over low attacks but is not kara cancellable like [[Samurai Shodown VI/Suija|Suija]]'s 5C for instance. Can not be deflected.
}}


'''Crouch Normals'''
{{FrameDataCargo-SSVI
*Crouch L/S are cancel-able.
| moveId = iroha_2a
*Crouch M and K hit low.
| display = 230x230px
*Crouch S can be used as an anti-air it's still a little slow.
| description =
*Crouch K is a great attack to use against the opponent as soon as they wake-up.
5A but lower and with less range.
*df+K will make her do a slide kick to sweep the opponent.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_2b
| display = 230x230px
| description =
5B but lower. Hits low.
}}


'''Jump Normals'''
{{FrameDataCargo-SSVI
*Jump-in K is a good meaty jump-in.  
| moveId = iroha_2c
*Jump-in S does a lot of hit-stun but the timing is strict, works best after a triangle descend.
| display = 230x230px
| description =
Sluggish uppercut. Special cancellable.
}}


==Miscellaneous==
===Near Slashes===
{{FrameDataCargo-SSVI
| moveId = iroha_n5a
| display = 230x230px
| description =
Short swipe. Special cancellable but doesn't combo into anything.
}}


'''Triangle Jump (Descend)''' - press df near 1p wall in the air, db near 2p wall in air
{{FrameDataCargo-SSVI
| moveId = iroha_n5b
| display = 230x230px
| description =
Two-hit meaty attack. Very good at catching upbacks and for hit confirming. Both hits are special cancellable.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_n5c
| display = 230x230px
| description =
Two-hit punisher with no special cancel window. Does the same amount of damage as the far version.
}}


'''Double Jump''' - press ub/u/uf then ub/u/uf again
{{FrameDataCargo-SSVI
*Iroha is one of the few characters in this game that has a double jump.
| moveId = iroha_n2a
| display = 230x230px
| description =
n5A but lower. Also special cancellable.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_n2b
| display = 230x230px
| description =
Same as far version.
}}


==Special Move==
{{FrameDataCargo-SSVI
| moveId = iroha_n2c
| display = 230x230px
| description =  
Same as far version but with better frame data on block.
}}


(b+K)
===Kicks===
*Iroha does a quick shoulder tackle knocking the opponent onto the ground.
{{FrameDataCargo-SSVI
| moveId = iroha_5d
| display = 230x230px
| description =
Sobat. Hits mid but is cancellable into air specials, including your j214S which hits high.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_6d
| display = 230x230px
| description =
A somersault which is also cancellable into air specials. Both hits will land on a standing opponent but only the latter will hit on a croucher, but both are special cancellable. If performed point blank on a crouching opponent Iroha will leap over them and the attack will not hit, but you can cancel into j623S for a crossup.
}}


==Special Attacks==
{{FrameDataCargo-SSVI
'''Wind Slash''' - press qcf+L/M/S/K also in air
| moveId = iroha_2d
| display = 230x230px
| description =  
Low-hitting short. Special cancellable but you won't combo into many things. Extremely fast, great range, good frame advantage.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_3d
| display = 230x230px
| description =
Midscreen slide. Hits low. It can be spaced to make safer but you still lose a turn.
}}


'''Pinwheel''' - press qcb+L/M/S also in air
===Air Normals===
{{FrameDataCargo-SSVI
| moveId = iroha_ja
| display = 230x230px
| description =
Aerial n5A in appearance.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_jb
| display = 230x230px
| description =
Aerial 5B which makes it a decent air-to-air.
}}


'''Dew Drizzle''' - press dp+L/M/S also in air
{{FrameDataCargo-SSVI
| moveId = iroha_jc
| display = 230x230px
| description =
Beefy jump-in with some crossup potential, but you have to be on point with your spacing. Double jumping may be used to help with this.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_jd
| display = 230x230px
| description =
Crossup kick that can be special cancelled even on whiff. Be mindful that VI has crossup protection so you won't be making TAS unblockables with this (e.g. by hitting in front with jD then crossing up with j214S), but given the low hitstun you get from jumping in with this special cancelling your jD will make it more rewarding.
}}


'''Rain Hollyhock''' - press f b f+K
===Unarmed Normals===
{{FrameDataCargo-SSVI
| moveId = iroha_u5s
| display = 230x230px
| description =
Same as 5A.
}}


{{FrameDataCargo-SSVI
| moveId = iroha_u2s
| display = 230x230px
| description =
Same as 2A.
}}


==Secret Moves==
{{FrameDataCargo-SSVI
'''Dawn in Winter snow Moon Flower''' - (II) press f b hcb+MS also in air, (VI) press qcf+MS also in air
| moveId = iroha_jus
| display = 230x230px
| description =  
Same as jA.
}}


==DA/DWA==
===Hyper Slash (I)===
'''Crane's Dance''' - press qcf+LM, close
{{FrameDataCargo-SSVI
*II/III/IV/V/VI/0/VII gauges only
| moveId = iroha_hs
| display = 230x230px
| description =
Essentially her 5C but the active period travels further and she rolls further forward afterwards. Has the worst damage out of all Hyper Slashes tied with [[Samurai Shodown VI/Mina|Mina]] and [[Samurai Shodown VI/Amakusa|Amakusa]].
}}


===Continuous Slash (IV)===
{{FrameDataCargo-SSVI
| moveId = iroha_cs
| display = 230x230px
| description =
Shares the same animation as n5B.
}}


==Spirit Attacks==
===Command Normals===
{{FrameDataCargo-SSVI
| moveId = iroha_j3
| description =
You don't have a regular triangle jump (you can already jump again from anywhere on the screen), but this will not consume your double jump if you haven't used it already. Your jC and jD crossup so coupled with the ability to crossup normally in the corner this movement option can be used for some cheeky setups.
}}
 
{{FrameDataCargo-SSVI
| moveId = iroha_j789
| description =
This is your double jump. There is a small height restriction to this move so you can't be too tricky with it, nor can you cancel your backdash into it or anything crazy like that. Regardless, your double jump is essential for spacing feather shots, setting up crossups with Dew Drizzle and other tricks.
}}
 
{{FrameDataCargo-SSVI
| moveId = iroha_4d
| display = 230x230px
| description =
Shoulder tackle which launches on hit. Can be cancelled into ground specials on hit or whiff, ideally her 214A or 623B for combos. The startup is pretty slow but it reaches over a dash away fast, making it useful as a punishment tool. If spaced correctly you can whiff cancel this into your WFT for a fakeout in a similar fashion to what Blanka can do with his rolling attacks. When unarmed this is the strongest punish tool you have.
}}
 
==Special Moves==
===Wind Slash===
{{FrameDataCargo-SSVI
| moveId = iroha_236a,iroha_236b,iroha_236c,iroha_236d
| display = 230x230px
| description3 =
Iroha shoots a feather straight. Strength determines startup, feather speed and, if grounded, recovery. When performed in the air Iroha will be pushed back a bit as she falls in the same way for each version. For greater strengths of this move you may choose to tiger knee the motion to lessen its recovery, as the feather is suspended a bit above the ground already. 236A has the slowest startup and feather speed but the fastest recovery. This makes it ideal for covering your approach as you hop in, and can even link into 5C or 623A if you are spaced properly. 236C is the opposite, making it more useful for poking. 236B, of course, strikes a balance somewhere in the middle.
| description4 =
236D is a diagonal variant with 236B's startup, 236C's feather speed and the longest grounded recovery by a bit. On the ground the feather goes upward, in the air downward. Though you probably won't be using this move as an anti-air, its angle makes it ideal for locking down the screen and this is aided by your double jump.
}}
 
===Pinwheel===
{{FrameDataCargo-SSVI
| moveId = iroha_214a,iroha_214b,iroha_214c
| display = 230x230px
| description3 =
A tatsu-looking move but not necessarily for the same purpose. Strength determines the startup, amount of hits and recovery. 236A has the slowest startup but is safe on block. 236B and 236C invert these and are suitable for combos, and maybe frame traps after 4D.
 
This move beats pretty much everything both in front of and behind Iroha. This makes it a very effective anti-air and 236A in particular a strong pressure tool.
 
The air version is an overhead which is fast enough to combo from anything in the air that's special cancellable. There is no difference between strengths.
}}
 
===Dew Drizzle===
{{FrameDataCargo-SSVI
| moveId = iroha_623a,iroha_623b,iroha_623c
| display = 230x230px
| description3 =
Iroha charges like Blanka in a straight line. Strength determines the angle and amount of hits. 623A will charge horizontally, 623B diagonally and 623C near-vertically. In the air these are inverted, and the diagonals will point downward instead of upward. These are mainly combo tools. Grounded 623C is an invincible reversal but be mindful of its bad horizontal range. j623A and j623B can potentially crossup the opponent if spaced correctly, which double jumps can help you with.
}}
 
===Rain Hollyhock===
{{FrameDataCargo-SSVI
| moveId = iroha_646d
| display = 230x230px
| description =
A parry which has a fast startup, but isn't instant. The parry itself has a brief active period but the motion makes it easy to OS with a block if they attack a bit earlier than you predict. This will parry anything high enough including fireballs, WFTs and Secret Moves, but will get hit by anything below its guard point. Anything parried will be treated as if it whiffed and Iroha is able to act immediately after a successful parry. Between 5C when armed and 3D otherwise Iroha is more than capable of capitalizing off of good parries.
}}
 
===Toy Transformation===
{{FrameDataCargo-SSVI
| moveId = iroha_toy
| display = 100%
| description =
<br/>
}}
 
==Supers==
===Crane's Dance===
{{FrameDataCargo-SSVI
| moveId = iroha_236ab
| display = 230x230px
| description =
Command grab which can not be combo'd into, but deals respectable damage. Has invincibility on startup. Iroha's roll is quite good which helps her to land this move in II and V Spirits, but the downside is that she doesn't stay in Rage for long. In theory this is an effective option for recoil cancels, but it can be jumped on reaction. As such it is only really useful as a reversal or for punishes.
}}
 
===Dawn In Winter Snow Moon Flower===
{{FrameDataCargo-SSVI
| moveId = iroha_sm
| display = 230x230px
| description =
Enhanced version of 623B, travelling at the same angles on the ground and in the air but travelling farther and quicker. Has invulnerability during startup. This attack has one damaging hit as opposed to multiple hits. Combos reliably from 4D and jD.
}}
 
==Combos==
'''Standard Combos'''
*'''n5B 214B/C/623A/B''' - Standard combo, easy enough to hit confirm. For damage and okizeme 214C is your best ender so use that.
*'''2C 214S/623A''' - Same as above.
*'''4D 214S/623S''' - Stick with 623S for this version, mainly 623B but if it hits close enough try going for 623C for a bit more damage. 214A is the only Pinwheel ender that won't reset them into blocking the rest for a free punish but it whiffs in the corner so don't bother.
*'''5D/6D/jD j214S/j623S''' - Air combos. j214S is your best ender.
*'''3C, 236AB''' - Arcade-only glitch. Iroha can follow up from her pursuit attack with a WFT. This can be re-enabled in console versions by switching the game mode to ''Arcade''.
 
'''Secret Move (II, VI)'''
*'''4D/jD SM''' - Primary confirms into SM. It's fast enough to combo from most normals allowing special cancels, but 4D is the only one that works reliably across the cast and regardless of stand/crouch outside very close range. Don't try it off 5D. jD works pretty consistently in the air.
*'''2C 236A, 2D SM''' - Corner only and only seems to work on [[Samurai Shodown VI/Kusaregedo|Kusaregedo]].
 
'''Continuous Slash (IV)'''
*'''A+B BBC j214S/j623C''' - Other 623S strengths can be cancelled into but they will only hit once.
 
'''State Of Nothingness (V)'''
*'''4D, n5C, ABC''' - Combo from a launcher in the minimum amount of time you get for State Of Nothingness. Replacing n5C with 2C will make this combo easier but you will do a tiny bit less damage. You can juggle with n5C or jC afterwards if you have extra time.
 
==Frame Data - Provided by Tekitogate==
{| class="wikitable"
|+
|-
! Attack !! Startup !! On Hit !! On Standing Block !! On Crouching Block !! Notes
|-
| n5A || 4 || -1 || -2 || +3 ||
|-
| n2A || 4 || +1 || -2 || +3 ||
|-
| 5A || 4 || -7 || -2 || +3 ||
|-
| 2A || 4 || -4 || -2 || +3 ||
|-
| jA || 7 || N/A || N/A || N/A ||
|-
| n5B || 7 || -5 || -8 || -3 ||
|-
| 5B || 8 || -11 || -8 || -3 ||
|-
| 2B || 8 || -7 || N/A || -3 ||
|-
| jB || 9 || N/A || N/A || N/A ||
|-
| n5C || 11 || -1~0 || -20 || -15 ||
|-
| n2C || 13 || 0~+1 || -20 || -15 ||
|-
| 5C || 15 || KD || -33 || -28 ||
|-
| 2C || 13 || 0~+1 || -25 || -20 ||
|-
| jC || 10 || N/A || N/A || N/A ||
|-
| 4D || 15 || KD || -22 || -17 ||
|-
| 5D || 12 || -13 || -15 || -10 || -3 on crouching opponents
|-
| 6D || 23 || -13 || -15 || N/A || -3 on crouching opponents
|-
| 2D || 3 || -1 || N/A || 0 ||
|-
| 3D || 15 || KD || N/A || -18 ||
|-
| jD || 9 || N/A || N/A || N/A ||
|-
| Hyper Slash || 25 || KD || -56 || -46 ||
|-
| Continuous Slash || 8 || N/A || -20 || -15 ||
|}
 
==Colors==
[[File:iroha-color.png|x290px]]
 
==External Links==
*[https://seesaawiki.jp/w/givingleaf/d/%a4%a4%a4%ed%a4%cf Seesaa wiki]
*[https://youtu.be/WP_LWR-75rY Iroha Tricks Part 1 by Dark Geese]
*[https://youtu.be/IJV3n3BO7vE Iroha Tricks Part 2 by Dark Geese]
 
{{CharNavbox SSVI}}
{{Navbox SS6}}
 
[[Category:Samurai Shodown VI]]
[[Category:Iroha]]

Latest revision as of 20:50, 30 May 2024

Samurai Shodown VI

OverviewDataReplays

Introduction

Iroha is defined by two things as far as movement is concerned: her double jump, which allows her to play a sort of footsies in the air and position herself for zoning, setups and crossups, and having a step dash instead of a run. Some returning characters have also replaced their run with a step yet they don't get quite as much mileage out of this new system as Iroha, whose steps not only travel far and fast enabling easy pressure after a knockdown but who also has normals designed around the step's limitations. Her feather shots leave her advantageous and can be tiger knee'd for different properties, and furthermore Iroha has an assortment of normals which can be kara cancelled into her air specials making her execution somewhat technical. Iroha is very strong in this game so the time it will take you to figure out these quirks is well worth the investment.

Data

  • Dash type: Step
  • Damage taken: 110%
  • Rage retention: 180
  • Rage duration: 9 seconds (4th Shortest)

Gameplan

Iroha is a crane with a sore foot. This means you will be hopping instead of running, 'flying' with double jumps, throwing feathers for frame advantage and space control and squabbling your opponent with forward hops, strong meaties and quirky mixup options. Your vitality and damage output are both pretty low, so you'll have to be ready to switch between zoning with feathers and dashing in their face on the fly.

The first thing you must know about Iroha is how her step works. She can't run, which means she has no running normals nor can she run-up grab as seamlessly as other characters are able to. Furthermore while her backdash is cancellable into air specials, her step is not. However, your step not only travels extremely far and can hop over very low attacks but it recovers quickly, making it easy to get in the opponent's face and go for either a meaty with n5B which can hit confirm easily, one of Iroha's various overheads (5D 214S up close, 6D 214S from a distance), a crossup over a crouching opponent (6D 623A/B point blank, though this does pitiful damage) or one of her low attacks (2B, 2D, 3D). If you are in Rage you may be tempted to throw in your WFT as a mixup option, as it is a command grab which deals respectable damage - however, it can be jumped on reaction, so it won't hit unless the opponent is stuck in an attack. 623C and WFT are your invincible reversals. To compensate for her limited ground movement, Iroha has 5C, 3D and 4D for long-ranged punish options. 5C travels extremely far but is unsafe. 4D is not too safe either and doesn't travel as far but it can be cancelled into specials, moreover it can be performed while unarmed.

The extra mobility option of double jumping is very important for Iroha. It not only allows her to change up her air approaches for crossups, reverse crossups and anti-air baits, but also allows her to space her Wind Slash (236S/D) projectiles effectively. These feathers are essential not only for irritating the opponent into making a move but for also leaving you advantageous. Faster versions of feathers have longer recovery which can be circumvented by tiger knee'ing them. However, it is 236A on the ground which gives you the slowest feather and the quickest recovery, allowing you to chase behind it safely or at least let it occupy the lower half of the screen while you control the skies. Using feathers in conjunction with your extra mobility options is key for not only controlling space and making your way in but for keeping Iroha herself safe, as her defense is quite low.

Spirits

Iroha is an odd bird, with a command grab for a WFT and a short Rage timer. This means she can't confirm into WFT the same way most other characters can, but she can guarantee WFT after Pursuit and on close range punishes.

  • I Spirit foregoes WFT entirely in favor of a massive Rage damage bonus and long range Hyper Slash. While her Rage build is good, her short duration (further reduced slightly in I) makes capitalizing on the damage bonus more difficult and her Hyper Slash does poor damage. She also gains no defensive or movement options in this Spirit, though she still has 646D to compliment her good buttons.
  • II Spirit makes the most of WFT hits by breaking the opponent's weapon, but she won't get as many opportunities to land it. She can also try to set it up with rolls, but bear in mind it's jumpable after the superflash. II also gives her one time access to her Secret Move, along with ducks and hops for defense.
  • III Spirit lets Iroha charge Rage manually and gives her infinite Rage at low health, so she gets more opportunities to land WFT. III also has a slight Rage duration penalty, however. She gets dodge and circle step as defensive options.
  • IV Spirit's Continuous Slash builds massive Rage on her CS4 combo thanks to high Rage retention, and her quick CS starter means she has plenty of chances to use it. She gets dodge and circle step in this Spirit as well, along with Rage Explosion and Issen.
  • V downplays WFT in favor of meditating for State of Nothingness. Iroha can easily create space to meditate safely, and she has great mixup that doesn't knock down and a launcher in 4D for unburstable combos. She also gets rolls, duck, hop, and a forward hop in this Spirit, though if you're meditating then you'll have fewer opportunities for roll cancel command grabs.
  • VI avoids the issue of low Rage duration by giving her infinite duration. She'll build meter more slowly than in other Spirits, but can hold WFT for guaranteed reward. Mikiri dodges help maximize her punish game, and Hyper Guard creates space and lets her turn situations around quickly in exchange for some meter. It also gives her repeated access to her Secret Move at low health.

Normal Moves

Far Slashes

5A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 4 -7 -2 +3 No Yes - No

Standard jab. Not very rewarding as you can't cancel it.

5B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 8 -11 -8 -3 Recoil Yes - No

Forward swipe with decent range. Your longest range for recoil cancels, which Iroha can do best with 236S and 214A.

5C
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 15 SKD -33 -28 No No - No

Iroha lunges forward from over a dash away, which makes it great for punishes considering you can't run. Can go over low attacks but is not kara cancellable like Suija's 5C for instance. Can not be deflected.

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 4 -4 -2 +3 No Yes - No

5A but lower and with less range.

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Low 8 -7 N/A -3 Recoil No - No

5B but lower. Hits low.

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 13 0~+1 -25 -20 Recoil, Special Yes - No

Sluggish uppercut. Special cancellable.

Near Slashes

n5A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 4 -2 -1 +3 Recoil, Special Yes - No

Short swipe. Special cancellable but doesn't combo into anything.

n5B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 7 -5 -8 -3 Recoil, Special Yes - No

Two-hit meaty attack. Very good at catching upbacks and for hit confirming. Both hits are special cancellable.

n5C
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 11 0~+1 -20 -15 Recoil Yes - No

Two-hit punisher with no special cancel window. Does the same amount of damage as the far version.

n2A
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 4 +1 -2 +3 Recoil, Special Yes - No

n5A but lower. Also special cancellable.

n2B
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 8 -7 N/A -3 Recoil No - No

Same as far version.

n2C
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 13 0~+1 -20 -15 Recoil, Special Yes - No

Same as far version but with better frame data on block.

Kicks

5D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 12 -13 -15 -10 Special No - Both

Sobat. Hits mid but is cancellable into air specials, including your j214S which hits high.

6D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Overhead 23 -13 -15 -10 Special No - Both

A somersault which is also cancellable into air specials. Both hits will land on a standing opponent but only the latter will hit on a croucher, but both are special cancellable. If performed point blank on a crouching opponent Iroha will leap over them and the attack will not hit, but you can cancel into j623S for a crossup.

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Low 3 -1 N/A 0 Special No - Both

Low-hitting short. Special cancellable but you won't combo into many things. Extremely fast, great range, good frame advantage.

3D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Low 15 SKD N/A -18 No No - Both

Midscreen slide. Hits low. It can be spaced to make safer but you still lose a turn.

Air Normals

jA
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- High 7 - - - No No - No

Aerial n5A in appearance.

jB
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- High 9 - - - No No - No

Aerial 5B which makes it a decent air-to-air.

jC
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- High 10 - - - No No - No

Beefy jump-in with some crossup potential, but you have to be on point with your spacing. Double jumping may be used to help with this.

jD
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- High 9 - - - Special No - Both

Crossup kick that can be special cancelled even on whiff. Be mindful that VI has crossup protection so you won't be making TAS unblockables with this (e.g. by hitting in front with jD then crossing up with j214S), but given the low hitstun you get from jumping in with this special cancelling your jD will make it more rewarding.

Unarmed Normals

u5S
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid - - - - No No - Yes

Same as 5A.

u2S
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid - - - - No No - Yes

Same as 2A.

juS
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- High - - - - No No - Yes

Same as jA.

Hyper Slash (I)

Hyper Slash
A+B
A+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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 25 SKD -56 -46 No Disarm - No

Essentially her 5C but the active period travels further and she rolls further forward afterwards. Has the worst damage out of all Hyper Slashes tied with Mina and Amakusa.

Continuous Slash (IV)

Continuous Slash
A+B
A+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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid 8 N/A -20 -15 CS Yes - No

Shares the same animation as n5B.

Command Normals

Triangle Get Off
j3 near wall
j3 near wall


NO IMAGE FOUND

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - No No - Both

You don't have a regular triangle jump (you can already jump again from anywhere on the screen), but this will not consume your double jump if you haven't used it already. Your jC and jD crossup so coupled with the ability to crossup normally in the corner this movement option can be used for some cheeky setups.

Contingency Jump
j7, j8, or j9
j7, j8, or j9


NO IMAGE FOUND

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - No No - Both

This is your double jump. There is a small height restriction to this move so you can't be too tricky with it, nor can you cancel your backdash into it or anything crazy like that. Regardless, your double jump is essential for spacing feather shots, setting up crossups with Dew Drizzle and other tricks.

4D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - No No - Both

Shoulder tackle which launches on hit. Can be cancelled into ground specials on hit or whiff, ideally her 214A or 623B for combos. The startup is pretty slow but it reaches over a dash away fast, making it useful as a punishment tool. If spaced correctly you can whiff cancel this into your WFT for a fakeout in a similar fashion to what Blanka can do with his rolling attacks. When unarmed this is the strongest punish tool you have.

Special Moves

Wind Slash

Wind Slash
236A (air ok)
236A (air ok)
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

A A

- Mid - - - - No No - No
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

B B

- Mid - - - - No No - No
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

C C

- Mid - - - - No No - No

Iroha shoots a feather straight. Strength determines startup, feather speed and, if grounded, recovery. When performed in the air Iroha will be pushed back a bit as she falls in the same way for each version. For greater strengths of this move you may choose to tiger knee the motion to lessen its recovery, as the feather is suspended a bit above the ground already. 236A has the slowest startup and feather speed but the fastest recovery. This makes it ideal for covering your approach as you hop in, and can even link into 5C or 623A if you are spaced properly. 236C is the opposite, making it more useful for poking. 236B, of course, strikes a balance somewhere in the middle.

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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

D D

- Mid - - - - No No - No

236D is a diagonal variant with 236B's startup, 236C's feather speed and the longest grounded recovery by a bit. On the ground the feather goes upward, in the air downward. Though you probably won't be using this move as an anti-air, its angle makes it ideal for locking down the screen and this is aided by your double jump.

Pinwheel

Pinwheel
214A (air ok)
214A (air ok)
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

A A

- Mid - - - - Samurai Drive Yes - No
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

B B

- Mid - - - - Samurai Drive Yes - No
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

C C

- Mid - - - - Samurai Drive Yes - No

A tatsu-looking move but not necessarily for the same purpose. Strength determines the startup, amount of hits and recovery. 236A has the slowest startup but is safe on block. 236B and 236C invert these and are suitable for combos, and maybe frame traps after 4D.

This move beats pretty much everything both in front of and behind Iroha. This makes it a very effective anti-air and 236A in particular a strong pressure tool.

The air version is an overhead which is fast enough to combo from anything in the air that's special cancellable. There is no difference between strengths.

Dew Drizzle

Dew Drizzle
623A (air ok)
623A (air ok)
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

A A

- Mid - - - - Samurai Drive No - No
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

B B

- Mid - - - - Samurai Drive No - No
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

C C

- Mid - - - - Samurai Drive No - No

Iroha charges like Blanka in a straight line. Strength determines the angle and amount of hits. 623A will charge horizontally, 623B diagonally and 623C near-vertically. In the air these are inverted, and the diagonals will point downward instead of upward. These are mainly combo tools. Grounded 623C is an invincible reversal but be mindful of its bad horizontal range. j623A and j623B can potentially crossup the opponent if spaced correctly, which double jumps can help you with.

Rain Hollyhock

Rain Hollyhock
646D
646D
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid - - - - No No - Yes

A parry which has a fast startup, but isn't instant. The parry itself has a brief active period but the motion makes it easy to OS with a block if they attack a bit earlier than you predict. This will parry anything high enough including fireballs, WFTs and Secret Moves, but will get hit by anything below its guard point. Anything parried will be treated as if it whiffed and Iroha is able to act immediately after a successful parry. Between 5C when armed and 3D otherwise Iroha is more than capable of capitalizing off of good parries.

Toy Transformation

Toy Transformation
321421E (II)
321421E (II)
100%
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - Special No Yes No


Supers

Crane's Dance

Crane Dance
236AB
236AB
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- None - - - - No No Startup Yes

Command grab which can not be combo'd into, but deals respectable damage. Has invincibility on startup. Iroha's roll is quite good which helps her to land this move in II and V Spirits, but the downside is that she doesn't stay in Rage for long. In theory this is an effective option for recoil cancels, but it can be jumped on reaction. As such it is only really useful as a reversal or for punishes.

Dawn In Winter Snow Moon Flower

Dance in Winter Snow Moon Flower
6463214BC (II), 236BC (VI) (air ok)
6463214BC (II), 236BC (VI) (air ok)
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.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
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.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(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.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- Mid - - - - - No - No

Enhanced version of 623B, travelling at the same angles on the ground and in the air but travelling farther and quicker. Has invulnerability during startup. This attack has one damaging hit as opposed to multiple hits. Combos reliably from 4D and jD.

Combos

Standard Combos

  • n5B 214B/C/623A/B - Standard combo, easy enough to hit confirm. For damage and okizeme 214C is your best ender so use that.
  • 2C 214S/623A - Same as above.
  • 4D 214S/623S - Stick with 623S for this version, mainly 623B but if it hits close enough try going for 623C for a bit more damage. 214A is the only Pinwheel ender that won't reset them into blocking the rest for a free punish but it whiffs in the corner so don't bother.
  • 5D/6D/jD j214S/j623S - Air combos. j214S is your best ender.
  • 3C, 236AB - Arcade-only glitch. Iroha can follow up from her pursuit attack with a WFT. This can be re-enabled in console versions by switching the game mode to Arcade.

Secret Move (II, VI)

  • 4D/jD SM - Primary confirms into SM. It's fast enough to combo from most normals allowing special cancels, but 4D is the only one that works reliably across the cast and regardless of stand/crouch outside very close range. Don't try it off 5D. jD works pretty consistently in the air.
  • 2C 236A, 2D SM - Corner only and only seems to work on Kusaregedo.

Continuous Slash (IV)

  • A+B BBC j214S/j623C - Other 623S strengths can be cancelled into but they will only hit once.

State Of Nothingness (V)

  • 4D, n5C, ABC - Combo from a launcher in the minimum amount of time you get for State Of Nothingness. Replacing n5C with 2C will make this combo easier but you will do a tiny bit less damage. You can juggle with n5C or jC afterwards if you have extra time.

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
n5A 4 -1 -2 +3
n2A 4 +1 -2 +3
5A 4 -7 -2 +3
2A 4 -4 -2 +3
jA 7 N/A N/A N/A
n5B 7 -5 -8 -3
5B 8 -11 -8 -3
2B 8 -7 N/A -3
jB 9 N/A N/A N/A
n5C 11 -1~0 -20 -15
n2C 13 0~+1 -20 -15
5C 15 KD -33 -28
2C 13 0~+1 -25 -20
jC 10 N/A N/A N/A
4D 15 KD -22 -17
5D 12 -13 -15 -10 -3 on crouching opponents
6D 23 -13 -15 N/A -3 on crouching opponents
2D 3 -1 N/A 0
3D 15 KD N/A -18
jD 9 N/A N/A N/A
Hyper Slash 25 KD -56 -46
Continuous Slash 8 N/A -20 -15

Colors

External Links

Samurai Shodown VI

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Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha