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The King of Fighters XV/Iori Yagami/Data: Difference between revisions
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EMRaistlin (talk | contribs) m fixed raw damage in parenthesis |
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Line 1: | Line 1: | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
==== | ====cl.A==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_cla | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_cla | ||
| name = close A | | name = close A | ||
| input = | | input = cl.A | ||
| images = XV_Iori_c.A_ima.png | | images = XV_Iori_c.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_c.a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = mid | | guard = mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
Line 20: | Line 20: | ||
}} | }} | ||
==== | ====cl.B==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_clb | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_clb | ||
| name = close B | | name = close B | ||
| input = | | input = cl.B | ||
| images = XV_Iori_c.B_ima.png | | images = XV_Iori_c.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_c.b_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = low | | guard = low | ||
Line 31: | Line 31: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
Line 39: | Line 39: | ||
}} | }} | ||
==== | ====cl.C==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_clc | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_clc | ||
| name = close C | | name = close C | ||
| input = | | input = cl.C | ||
| images = XV_Iori_c.C_ima.png | | images = XV_Iori_c.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_c.c_hb.png, XV_Iori_c.c2_hb.png, XV_Iori_c.c3_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = mid | | guard = mid | ||
Line 50: | Line 50: | ||
| startup = 4 | | startup = 4 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 58: | Line 58: | ||
}} | }} | ||
==== | ====cl.D==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_cld | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_cld | ||
| name = close D | | name = close D | ||
| input = | | input = cl.D | ||
| images = XV_Iori_c.D_ima.png | | images = XV_Iori_c.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_c.d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = mid | | guard = mid | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 15 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 83: | Line 83: | ||
| input = 5A | | input = 5A | ||
| images = XV_Iori_5A_ima.png | | images = XV_Iori_5A_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_fa_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = mid | | guard = mid | ||
| cancel = | | cancel = special | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +3 | | hitadv = +3 | ||
| blockadv = +1 | | blockadv = +1 | ||
Line 102: | Line 102: | ||
| input = 5B | | input = 5B | ||
| images = XV_Iori_5B_ima.png | | images = XV_Iori_5B_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_fb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = mid | | guard = mid | ||
Line 108: | Line 108: | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 11 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 121: | Line 121: | ||
| input = 5C | | input = 5C | ||
| images = XV_Iori_5C_ima.png | | images = XV_Iori_5C_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_fc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = mid | | guard = mid | ||
| cancel = special | | cancel = special | ||
| startup = | | startup = 7 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 140: | Line 140: | ||
| input = 5D | | input = 5D | ||
| images = XV_Iori_5D_ima.png | | images = XV_Iori_5D_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_fd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = mid | | guard = mid | ||
Line 146: | Line 146: | ||
| startup = 12 | | startup = 12 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = - | | hitadv = -3 | ||
| blockadv = - | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
Line 160: | Line 160: | ||
| input = 2A | | input = 2A | ||
| images = XV_Iori_2A_ima.png | | images = XV_Iori_2A_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_2a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 166: | Line 166: | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
Line 179: | Line 179: | ||
| input = 2B | | input = 2B | ||
| images = XV_Iori_2B_ima.png | | images = XV_Iori_2B_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_2b_hb.png | ||
| damage = | | damage = 15 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | ||
| cancel = | | cancel = super | ||
| startup = 4 | | startup = 4 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = 60 | | guardDamage = 60 | ||
}} | }} | ||
Line 198: | Line 198: | ||
| input = 2C | | input = 2C | ||
| images = XV_Iori_2C_ima.png | | images = XV_Iori_2C_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_2c_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 204: | Line 204: | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 217: | Line 217: | ||
| input = 2D | | input = 2D | ||
| images = XV_Iori_2D_ima.png | | images = XV_Iori_2D_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_2d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | ||
Line 223: | Line 223: | ||
| startup = 6 | | startup = 6 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+15) | ||
| blockadv = - | | blockadv = -15 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
Line 240: | Line 240: | ||
| input = h.A | | input = h.A | ||
| images = XV_Iori_j.A_ima.png | | images = XV_Iori_j.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_ha_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 261: | Line 261: | ||
| input = j.A | | input = j.A | ||
| images = XV_Iori_j.A_ima.png | | images = XV_Iori_j.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_ja_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 283: | Line 283: | ||
| input = h.B | | input = h.B | ||
| images = XV_Iori_j.B_ima.png | | images = XV_Iori_j.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_hb_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 289: | Line 289: | ||
| startup = 5 | | startup = 5 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 304: | Line 304: | ||
| input = j.B | | input = j.B | ||
| images = XV_Iori_j.B_ima.png | | images = XV_Iori_j.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_jb_hb.png | ||
| damage = 35 | | damage = 35 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 310: | Line 310: | ||
| startup = 5 | | startup = 5 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 327: | Line 327: | ||
| input = h.C | | input = h.C | ||
| images = XV_Iori_j.C_ima.png | | images = XV_Iori_j.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_hc_hb.png | ||
| damage = | | damage = | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 333: | Line 333: | ||
| startup = 11 | | startup = 11 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 348: | Line 348: | ||
| input = j.C | | input = j.C | ||
| images = XV_Iori_j.C_ima.png | | images = XV_Iori_j.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 354: | Line 354: | ||
| startup = 11 | | startup = 11 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 369: | Line 369: | ||
| input = h.D | | input = h.D | ||
| images = XV_Iori_j.D_ima.png | | images = XV_Iori_j.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_hd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 375: | Line 375: | ||
| startup = 6 | | startup = 6 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 391: | Line 391: | ||
| input = j.D | | input = j.D | ||
| images = XV_Iori_j.D_ima.png | | images = XV_Iori_j.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 397: | Line 397: | ||
| startup = 6 | | startup = 6 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 418: | Line 418: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 9 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = | ||
Line 440: | Line 440: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = | ||
Line 456: | Line 456: | ||
| input = 6A | | input = 6A | ||
| images = XV_Iori_5C_ima.png | | images = XV_Iori_5C_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_6A_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = mid | | guard = mid | ||
Line 462: | Line 462: | ||
| startup = 9 | | startup = 9 | ||
| active = 2 | | active = 2 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 475: | Line 475: | ||
| input = A after Ge Shiki • Yumebiki | | input = A after Ge Shiki • Yumebiki | ||
| images = XV_Iori_6AA_ima.png | | images = XV_Iori_6AA_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_6AA_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = mid | | guard = mid | ||
Line 481: | Line 481: | ||
| startup = 10 | | startup = 10 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 494: | Line 494: | ||
| input = 6b | | input = 6b | ||
| images = XV_iori_6b_ima.png | | images = XV_iori_6b_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_6b_hb.png, XV_iori_6b2_hb.png, XV_iori_6b_cancel_hb.png | ||
| damage = 70 [30] | | damage = 70 [30] | ||
| guard = high [mid] | | guard = high [mid] | ||
| cancel = super [special] | | cancel = super [special] | ||
| startup = | | startup = 26 [20] | ||
| active = 3 [2] | | active = 3 [2] | ||
| recovery = | | recovery = 20 [29] | ||
| hitadv = -2 [-10] | | hitadv = -2 [-10] | ||
| blockadv = -4 [-12] | | blockadv = -4 [-12] | ||
Line 510: | Line 510: | ||
====j.4B==== | ====j.4B==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_jb+b | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_jb+b | ||
| name = Ge-Shiki • | | name = Ge-Shiki • Yuriori | ||
| input = j.4B | | input = j.4B | ||
| images = XV_Iori_j.4B_ima.png | | images = XV_Iori_j.4B_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_j.4B_hb.png | ||
| damage = 55 | | damage = 55 | ||
| guard = Mid | | guard = Mid | ||
Line 519: | Line 519: | ||
| startup = 5 | | startup = 5 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 533: | Line 533: | ||
| input = CD | | input = CD | ||
| images = XV_Iori_CD_ima.png | | images = XV_Iori_CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_CD_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 539: | Line 539: | ||
| startup = 12 | | startup = 12 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 18 | ||
| hitadv = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | | hitadv = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | ||
| blockadv = - | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = 100 | | stun = 100 | ||
Line 552: | Line 552: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_iori_236cd_ima.png | | images = XV_iori_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_236cd_hb.png, XV_iori_236cd_hb2.png | ||
| damage = 75 | | damage = 75 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 558: | Line 558: | ||
| startup = 15 | | startup = 15 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | | hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | ||
| blockadv = -10 | | blockadv = -10 | ||
Line 565: | Line 565: | ||
| guardDamage = 200 | | guardDamage = 200 | ||
}} | }} | ||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_iori_214cd_ima.png | |||
| hitboxes = XV_iori_214cd_hb.png, XV_iori_214cd2_hb.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | |||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_hcd | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_hcd | ||
Line 573: | Line 593: | ||
| input = h.CD | | input = h.CD | ||
| images = XV_Iori_j.CD_ima.png | | images = XV_Iori_j.CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_h.CD_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 579: | Line 599: | ||
| startup = 12 | | startup = 12 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = | | blockadv = | ||
Line 594: | Line 614: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_Iori_j.CD_ima.png | | images = XV_Iori_j.CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Iori_j.CD_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 600: | Line 620: | ||
| startup = 12 | | startup = 12 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = | | blockadv = | ||
Line 614: | Line 634: | ||
| input = (close) 4/6+C | | input = (close) 4/6+C | ||
| images = XV_iori_cthrow_ima.png | | images = XV_iori_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_cthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = | | guard = | ||
Line 633: | Line 653: | ||
| input = (close) 4/6+D | | input = (close) 4/6+D | ||
| images = XV_iori_dthrow_ima.png | | images = XV_iori_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_dthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = | | guard = | ||
Line 702: | Line 722: | ||
| images = XV_iori_236c_ima.png | | images = XV_iori_236c_ima.png | ||
| hitboxes = XV_iori_236ac.png | | hitboxes = XV_iori_236ac.png | ||
| damage = 78 (40+ | | damage = 78 (40+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = 8 (4) 8 | | active = 8 (4) 8 | ||
| recovery = | | recovery = 23 | ||
| hitadv = Crumple | | hitadv = Crumple | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 724: | Line 744: | ||
| input = 623A | | input = 623A | ||
| images = XV_iori_623a_ima.png | | images = XV_iori_623a_ima.png | ||
| hitboxes = XV_iori_623a.png | | hitboxes = XV_iori_623a.png, XV_iori_623a2.png, XV_iori_623a3.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 4 | ||
| active = 11 | | active = 11 | ||
| recovery = | | recovery = 38 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+28) | ||
| blockadv = - | | blockadv = -32 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 5 (5 frames) | ||
| stun = 60 | | stun = 60 | ||
| guardDamage = 60 | | guardDamage = 60 | ||
Line 746: | Line 766: | ||
| input = 623C | | input = 623C | ||
| images = XV_iori_623a_ima.png | | images = XV_iori_623a_ima.png | ||
| hitboxes = XV_iori_623c.png | | hitboxes = XV_iori_623c.png, XV_iori_623c2.png, XV_iori_623c3.png | ||
| damage = 133 (50+50+40) | | damage = 133 (50+50+40) | ||
| guard = Mid | | guard = Mid | ||
Line 752: | Line 772: | ||
| startup = 6 | | startup = 6 | ||
| active = 18 | | active = 18 | ||
| recovery = | | recovery = 39 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -33 | | blockadv = -33 | ||
Line 768: | Line 788: | ||
| input = 623AC | | input = 623AC | ||
| images = XV_iori_623a_ima.png | | images = XV_iori_623a_ima.png | ||
| hitboxes = XV_iori_623ac.png | | hitboxes = XV_iori_623ac.png, XV_iori_623ac2.png, XV_iori_623ac3.png, XV_iori_623ac4.png, XV_iori_623ac5.png | ||
| damage = 177 (30 | | damage = 177 ([30+30]+20+30+20+30+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 4 | | startup = 4 | ||
| active = 9 (11) 9 (13) 18 | | active = 9 (11) 9 (13) 18 | ||
| recovery = | | recovery = 39 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -33 | | blockadv = -33 | ||
Line 797: | Line 817: | ||
| startup = 9 | | startup = 9 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 22 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 813: | Line 833: | ||
| input = 214C | | input = 214C | ||
| images = XV_Iori_214A_ima.png | | images = XV_Iori_214A_ima.png | ||
| hitboxes = XV_iori_214c.png | | hitboxes = XV_iori_214c.png, XV_iori_214c2.png, XV_iori_214c3.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 819: | Line 839: | ||
| startup = 15 | | startup = 15 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 25 | ||
| hitadv = -7 | | hitadv = -7 | ||
| blockadv = -9 | | blockadv = -9 | ||
Line 835: | Line 855: | ||
| input = 214AC | | input = 214AC | ||
| images = XV_Iori_214A_ima.png | | images = XV_Iori_214A_ima.png | ||
| hitboxes = XV_iori_214ac.png | | hitboxes = XV_iori_214ac.png, XV_iori_214ac2.png, XV_iori_214ac3.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 841: | Line 861: | ||
| startup = 15 | | startup = 15 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 22 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 864: | Line 884: | ||
| startup = 8 | | startup = 8 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -8 | | blockadv = -8 | ||
Line 880: | Line 900: | ||
| input = 214C214P | | input = 214C214P | ||
| images = XV_Iori_214A214P_ima.png | | images = XV_Iori_214A214P_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_214a214p.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
Line 886: | Line 906: | ||
| startup = 12 | | startup = 12 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -11 | | blockadv = -11 | ||
Line 902: | Line 922: | ||
| input = 214AC214P | | input = 214AC214P | ||
| images = XV_Iori_214A214P_ima.png | | images = XV_Iori_214A214P_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_214a214ac.png | ||
| damage = 45 | | damage = 45 | ||
| guard = Mid | | guard = Mid | ||
Line 908: | Line 928: | ||
| startup = 12 | | startup = 12 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -8 | | blockadv = -8 | ||
Line 925: | Line 945: | ||
| input = 214A214P214P | | input = 214A214P214P | ||
| images = XV_Iori_214A214P214P_ima.png | | images = XV_Iori_214A214P214P_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_214p214p214p.png | ||
| damage = 50 | | damage = 50 | ||
| guard = High | | guard = High | ||
Line 931: | Line 951: | ||
| startup = 18 | | startup = 18 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 28 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -13 | | blockadv = -13 | ||
Line 947: | Line 967: | ||
| input = 214C214P214P | | input = 214C214P214P | ||
| images = XV_Iori_214A214P214P_ima.png | | images = XV_Iori_214A214P214P_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_214p214p214p.png | ||
| damage = 65 | | damage = 65 | ||
| guard = High | | guard = High | ||
Line 953: | Line 973: | ||
| startup = 18 | | startup = 18 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -16 | | blockadv = -16 | ||
Line 975: | Line 995: | ||
| startup = 20 | | startup = 20 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 29 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -13 | | blockadv = -13 | ||
Line 993: | Line 1,013: | ||
| images = XV_iori_63214b_ima.png | | images = XV_iori_63214b_ima.png | ||
| hitboxes = XV_iori_63214b.png | | hitboxes = XV_iori_63214b.png | ||
| damage = | | damage = 0 | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,014: | Line 1,034: | ||
| input = 63214D | | input = 63214D | ||
| images = XV_iori_63214d_ima.png | | images = XV_iori_63214d_ima.png | ||
| hitboxes = XV_iori_63214d.png | | hitboxes = XV_iori_63214d.png, XV_iori_63214d2.png | ||
| damage = | | damage = 155 (60+100) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 12 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 29 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -19 | | blockadv = -19 | ||
Line 1,036: | Line 1,056: | ||
| input = 63214BD | | input = 63214BD | ||
| images = XV_iori_63214d_ima.png | | images = XV_iori_63214d_ima.png | ||
| hitboxes = XV_iori_63214bd.png | | hitboxes = XV_iori_63214bd.png, XV_iori_63214bd2.png, XV_iori_63214bd3.png | ||
| damage = | | damage = 145 (50+100) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = 3 | | active = 1 (2) 3 | ||
| recovery = | | recovery = 32 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -18 | | blockadv = -18 | ||
| invul = | | invul = Full Body: 8 to 10 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,065: | Line 1,085: | ||
| startup = 13 | | startup = 13 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 32 | ||
| hitadv = +13 | | hitadv = +13 | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 13 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,081: | Line 1,101: | ||
| input = 632146C | | input = 632146C | ||
| images = XV_iori_632146c_ima.png | | images = XV_iori_632146c_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_632146a.png | ||
| damage = 0 | | damage = 0 | ||
| guard = N/A | | guard = N/A | ||
Line 1,087: | Line 1,107: | ||
| startup = 13 | | startup = 13 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 32 | ||
| hitadv = +13 | | hitadv = +13 | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 13 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,109: | Line 1,129: | ||
| startup = 13 | | startup = 13 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 27 | ||
| hitadv = +15 | | hitadv = +15 | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = Full Body: | | invul = Full Body: 13 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,132: | Line 1,152: | ||
| startup = 22 | | startup = 22 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 19 | ||
| hitadv = - | | hitadv = -3 | ||
| blockadv = - | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
Line 1,148: | Line 1,168: | ||
| input = 623D | | input = 623D | ||
| images = XV_iori_623b_ima.png | | images = XV_iori_623b_ima.png | ||
| hitboxes = XV_iori_623d.png | | hitboxes = XV_iori_623d.png, XV_iori_623d2.png | ||
| damage = | | damage = 80 | ||
| guard = | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 31 | | startup = 31 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 16 | ||
| hitadv = -1 | | hitadv = -1 | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = Projectile Invincibility: 11 to 27 (17 frames) | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = 40 | | guardDamage = 40 | ||
Line 1,170: | Line 1,190: | ||
| input = 623BD | | input = 623BD | ||
| images = XV_iori_623b_ima.png | | images = XV_iori_623b_ima.png | ||
| hitboxes = XV_iori_623bd.png | | hitboxes = XV_iori_623bd.png, XV_iori_623bd2.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 28 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = Ground Bounce (+75) | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = Projectile Invincibility: 1 to 27 (27 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 40 | | guardDamage = 40 | ||
Line 1,194: | Line 1,214: | ||
| input = 236214A | | input = 236214A | ||
| images = XV_iori_236214a_ima.png | | images = XV_iori_236214a_ima.png | ||
| hitboxes = XV_iori_236214a.png | | hitboxes = XV_iori_236214a.png, XV_iori_236214a2.png | ||
| damage = 185 (0+10*3+15*3+20+90) | | damage = 185 (0+10*3+15*3+20+90) | ||
| guard = Mid | | guard = Mid | ||
Line 1,200: | Line 1,220: | ||
| startup = 11 | | startup = 11 | ||
| active = 12 | | active = 12 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = - | | blockadv = -31 | ||
| invul = Full Body: 1 to 3 (3 Frames) | | invul = Full Body: 1 to 3 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 1,216: | Line 1,236: | ||
| input = 236214C | | input = 236214C | ||
| images = XV_iori_236214a_ima.png | | images = XV_iori_236214a_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_236214a.png, XV_iori_236214a2.png | ||
| damage = 185 (0+10*3+15*3+20+90) | | damage = 185 (0+10*3+15*3+20+90) | ||
| guard = Mid | | guard = Mid | ||
Line 1,222: | Line 1,242: | ||
| startup = 11 | | startup = 11 | ||
| active = 12 | | active = 12 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = - | | blockadv = -31 | ||
| invul = Full Body: 1 to 3 (3 Frames) | | invul = Full Body: 1 to 3 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 1,244: | Line 1,264: | ||
| startup = 4 | | startup = 4 | ||
| active = 12 | | active = 12 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = - | | blockadv = -31 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 1,264: | Line 1,284: | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = Hard Knockdown (55) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 1,280: | Line 1,300: | ||
| input = 214236A | | input = 214236A | ||
| images = XV_iori_214236a_ima.png | | images = XV_iori_214236a_ima.png | ||
| hitboxes = XV_iori_214236a.png | | hitboxes = XV_iori_214236a.png, XV_iori_214236a2.png | ||
| damage = | | damage = 155 (25*3+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = Advanced, Climax | | cancel = Advanced, Climax | ||
| startup = 31 [ 151] | | startup = 31 [ 151] | ||
| active = 2 (1) 2 (1) 2 (1) 2 | | active = 2 (1) 2 (1) 2 (1) 2 | ||
| recovery = | | recovery = 25 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +15 | | blockadv = +15 | ||
Line 1,302: | Line 1,322: | ||
| input = 214236C | | input = 214236C | ||
| images = XV_iori_214236a_ima.png | | images = XV_iori_214236a_ima.png | ||
| hitboxes = | | hitboxes = XV_iori_214236a.png, XV_iori_214236a2.png | ||
| damage = | | damage = 155 (25*3+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = Advanced, Climax | | cancel = Advanced, Climax | ||
| startup = 31 [ 151] | | startup = 31 [ 151] | ||
| active = 2 (1) 2 (1) 2 (1) 2 | | active = 2 (1) 2 (1) 2 (1) 2 | ||
| recovery = | | recovery = 25 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +15 | | blockadv = +15 | ||
Line 1,324: | Line 1,344: | ||
| input = 214236AC | | input = 214236AC | ||
| images = XV_iori_214236a_ima.png | | images = XV_iori_214236a_ima.png | ||
| hitboxes = XV_iori_214236ac.png | | hitboxes = XV_iori_214236ac.png, XV_iori_214236ac2.png | ||
| damage = | | damage = 255 (25*7+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = Climax | | cancel = Climax | ||
| startup = 30 [156] | | startup = 30 [156] | ||
| active = 16 | | active = 16 | ||
| recovery = | | recovery = 17 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +26 | | blockadv = +26 | ||
Line 1,337: | Line 1,357: | ||
| guardDamage = 0 | | guardDamage = 0 | ||
}} | }} | ||
===Climax Super=== | ===Climax Super=== | ||
====2141236CD==== | ====2141236CD==== | ||
{{MoveData-KOFXV | character = Iori Yagami | moveId = iori_2141236cd | {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_2141236cd | ||
| name = Ura | | name = Ura 1131 Shiki • Hozuki | ||
| input = 2141236CD | | input = 2141236CD | ||
| images = XV_iori_2141236cd_ima.png | | images = XV_iori_2141236cd_ima.png | ||
Line 1,351: | Line 1,370: | ||
| startup = 7 | | startup = 7 | ||
| active = 12 | | active = 12 | ||
| recovery = | | recovery = 68 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -61 | | blockadv = -61 |
Latest revision as of 17:48, 5 November 2024
Close Standing Normals
cl.A
Iori Yagami iori_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
cl.B
Iori Yagami iori_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | low | command | 5 | 4 | 7 | +4 | +2 | - | 30 | 60 |
cl.C
Iori Yagami iori_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | mid | command | 4 | 6 | 18 | -3 | -5 | - | 70 | 120 |
cl.D
Iori Yagami iori_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | mid | command | 7 | 5 | 15 | +1 | -1 | - | 70 | 120 |
Far Standing Normals
5A
Iori Yagami iori_fa | ||||||||||
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5A
5A stand A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | mid | special | 6 | 4 | 8 | +3 | +1 | - | 30 | 60 |
5B
Iori Yagami iori_fb | ||||||||||
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5B
5B stand B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | mid | super | 6 | 4 | 11 | 0 | -2 | - | 30 | 60 |
5C
Iori Yagami iori_fc | ||||||||||
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5C
5C stand C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | mid | special | 7 | 3 | 18 | 0 | -2 | - | 70 | 120 |
5D
Iori Yagami iori_fd | ||||||||||
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5D
5D stand D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | mid | super | 12 | 4 | 20 | -3 | -5 | - | 70 | 120 |
Crouch Normals
2A
Iori Yagami iori_2a | ||||||||||
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2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 6 | 4 | 7 | +4 | +2 | - | 30 | 60 |
2B
Iori Yagami iori_2b | ||||||||||
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2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 4 | 6 | 8 | +1 | -1 | - | 15 | 60 |
2C
Iori Yagami iori_2c | ||||||||||
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2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 6 | 4 | 19 | -2 | -4 | - | 70 | 120 |
2D
Iori Yagami iori_2d | ||||||||||
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2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | - | 6 | 7 | 27 | Soft Knockdown (+15) | -15 | - | 70 | 120 |
jump normals
hop A
Iori Yagami iori_ha | ||||||||||
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h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 4 | 6 | 1 on ground | - | - | - | 30 | 50 |
jump A
Iori Yagami iori_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 4 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop B
Iori Yagami iori_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 6 | 1 on ground | - | - | - | 30 | 50 |
jump B
Iori Yagami iori_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
35 | High | - | 5 | 7 | 1 on ground | - | - | - | 30 | 60 |
hop C
Iori Yagami iori_hc | ||||||||||
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h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | High | - | 11 | 4 | 1 on ground | - | - | - | - | 100 |
jump C
Iori Yagami iori_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 11 | 4 | 1 on ground | - | - | - | 70 | 120 |
hop D
Iori Yagami iori_hd | ||||||||||
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h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump D
Iori Yagami iori_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 5 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Iori Yagami iori_rush1 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | Mid | - | 9 | 3 | - | -2 | -4 | - | - | - |
rush 2
Iori Yagami iori_rush2 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | Mid | - | 7 | 3 | - | -5 | -7 | - | - | - |
Command normals
6A
Iori Yagami iori_f+a | ||||||||||
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6A
6A Ge Shiki • Yumebiki | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | mid | special | 9 | 2 | 19 | -4 | -6 | - | 40 | 80 |
6A>A
Iori Yagami iori_f+a>a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
A after Ge Shiki • Yumebiki
A after Ge Shiki • Yumebiki Ge Shiki • Yumebiki (Follow-up) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | mid | special | 10 | 8 | 15 | -4 | -6 | - | 60 | 80 |
6B
Iori Yagami iori_f+b | ||||||||||
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6b
6b Ge-Shiki • Gofu in "Shinigami" | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 [30] | high [mid] | super [special] | 26 [20] | 3 [2] | 20 [29] | -2 [-10] | -4 [-12] | - | 60 [40] | 80 [60] |
j.4B
Iori Yagami iori_jb+b | ||||||||||
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j.4B
j.4B Ge-Shiki • Yuriori | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
55 | Mid | - | 5 | 6 | 1 on ground | - | - | - | 60 | 40 |
Blowback
Blowback
Iori Yagami iori_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 12 | 7 | 18 | Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | -2 | - | 100 | 160 |
ShatterStrike
Iori Yagami iori_236cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236CD
236CD ShatterStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (Ground Hit) / Wall Bounce (Air hit) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Iori Yagami iori_214cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Iori Yagami iori_hcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 12 | 6 | 1 on ground | Soft Knockdown | - | - | 80 | 120 |
jump CD
Iori Yagami iori_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 12 | 7 | 1 on ground | Soft Knockdown | - | - | 80 | 140 |
Throws
forward throw
Iori Yagami iori_cthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6+C
(close) 4/6+C Sakahagi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | - | - | 1 | 1 | 0 | Hard Knockdown (+33) | Unblockable | - | 0 | 0 |
back throw
Iori Yagami iori_dthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6+D
(close) 4/6+D Kanyarai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | - | - | 1 | 1 | 0 | Hard Knockdown (+18) | Unblockable | - | 0 | 0 |
Specials
108 Shiki • Yamibarai
236A
Iori Yagami iori_236a | ||||||||||
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236A
236A 108 Shiki • Yamibarai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 16 | Full Screen Projectile | 30 | -4 | -6 | - | 40 | 40 |
236C
Iori Yagami iori_236c | ||||||||||
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236C
236C 108 Shiki • Yamibarai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 13 | Full Screen Projectile | 39 | -13 | -15 | - | 40 | 40 |
236AC
Iori Yagami iori_236ac | ||||||||||
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236AC
236AC 108 Shiki • Yamibarai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
78 (40+40) | Mid | - | 8 | 8 (4) 8 | 23 | Crumple | -4 | - | 0 | 40 (20+20) |
100 Shiki • Oniyaki
623A
Iori Yagami iori_623a | ||||||||||
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623A
623A 100 Shiki • Oniyaki | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 4 | 11 | 38 | Soft Knockdown (+28) | -32 | Full body against non-projectile air moves: 1 to 5 (5 frames) | 60 | 60 |
623C
Iori Yagami iori_623c | ||||||||||
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623C
623C 100 Shiki • Oniyaki | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
133 (50+50+40) | Mid | super (1) | 6 | 18 | 39 | Soft Knockdown | -33 | Full Body: 1 to 9 (9 Frames) | 110 (40+40+30) | 110 (40+40+30) |
623AC
Iori Yagami iori_623ac | ||||||||||
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623AC
623AC 100 Shiki • Oniyaki | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
177 ([30+30]+20+30+20+30+40) | Mid | - | 4 | 9 (11) 9 (13) 18 | 39 | Soft Knockdown | -33 | Full Body: 1 to 12 (12 Frames) | 0 | 160 (20*6+40) |
127 Shiki • Aoibana 1
214A
Iori Yagami iori_214a | ||||||||||
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214A
214A 127 Shiki • Aoibana 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 9 | 3 | 22 | -4 | -6 | - | 20 | 30 |
214C
Iori Yagami iori_214c | ||||||||||
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214C
214C 127 Shiki • Aoibana 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 15 | 3 | 25 | -7 | -9 | - | 20 | 30 |
214AC
Iori Yagami iori_214ac | ||||||||||
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214AC
214AC 127 Shiki • Aoibana 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | - | 15 | 3 | 22 | -4 | -6 | - | - | 30 |
127 Shiki • Aoibana 2
214A214P
Iori Yagami iori_214a214p | ||||||||||
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214A214P
214A214P 127 Shiki • Aoibana 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 8 | 3 | 24 | Soft Knockdown | -8 | - | 20 | 30 |
214C214P
Iori Yagami iori_214c214p | ||||||||||
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214C214P
214C214P 127 Shiki • Aoibana 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 12 | 3 | 27 | Soft Knockdown | -11 | - | 20 | 30 |
214AC214P
Iori Yagami iori_214ac214p | ||||||||||
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214AC214P
214AC214P 127 Shiki • Aoibana 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | Mid | - | 12 | 3 | 24 | Soft Knockdown | -8 | - | 0 | 30 |
127 Shiki • Aoibana 3
214A214P214P
Iori Yagami iori_214a214p214p | ||||||||||
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214A214P214P
214A214P214P 127 Shiki • Aoibana 3 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
50 | High | - | 18 | 4 | 28 | Hard Knockdown | -13 | - | 60 | 20 |
214C214P214P
Iori Yagami iori_214c214p214p | ||||||||||
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214C214P214P
214C214P214P 127 Shiki • Aoibana 3 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | High | - | 18 | 8 | 27 | Hard Knockdown | -16 | - | 60 | 20 |
214AC214P214P
Iori Yagami iori_214ac214p214p | ||||||||||
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214AC214P214P
214AC214P214P 127 Shiki • Aoibana 3 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 20 | 3 | 29 | Hard Knockdown | -13 | - | 0 | 20 |
212 Sihiki • Kototsuki In
63214B
Iori Yagami iori_63214b | ||||||||||
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63214B
63214B 212 Sihiki • Kototsuki In | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | - | - | - | - | 31 | - | - | - | 0 | 0 |
63214D
Iori Yagami iori_63214d | ||||||||||
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63214D
63214D 212 Sihiki • Kototsuki In | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
155 (60+100) | Mid | - | 12 | 9 | 29 | Hard Knockdown | -19 | Low Body after opponent is in proximity box. | 0 | 0 |
63214BD
Iori Yagami iori_63214bd | ||||||||||
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63214BD
63214BD 212 Sihiki • Kototsuki In | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
145 (50+100) | Mid | - | 8 | 1 (2) 3 | 32 | Hard Knockdown | -18 | Full Body: 8 to 10 (3 Frames) | 0 | 0 |
Kuzukaze
632146A
Iori Yagami iori_632146a | ||||||||||
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632146A
632146A Kuzukaze | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | N/A | - | 13 | 1 | 32 | +13 | Unblockable | Full Body: 13 (1 Frame) | 0 | 0 |
632146C
Iori Yagami iori_632146c | ||||||||||
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632146C
632146C Kuzukaze | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | N/A | - | 13 | 1 | 32 | +13 | Unblockable | Full Body: 13 (1 Frame) | 0 | 0 |
632146AC
Iori Yagami iori_632146ac | ||||||||||
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632146AC
632146AC Kuzukaze | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | N/A | - | 13 | 1 | 27 | +15 | Unblockable | Full Body: 13 (1 Frame) | 0 | 0 |
311 Shiki • Tsumakushi
623B
Iori Yagami iori_623b | ||||||||||
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623B
623B 311 Shiki • Tsumakushi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | super | 22 | 5 | 19 | -3 | -5 | - | 80 | 40 |
623D
Iori Yagami iori_623d | ||||||||||
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623D
623D 311 Shiki • Tsumakushi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 31 | 5 | 16 | -1 | -3 | Projectile Invincibility: 11 to 27 (17 frames) | 80 | 40 |
623BD
Iori Yagami iori_623bd | ||||||||||
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623BD
623BD 311 Shiki • Tsumakushi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 28 | 5 | 12 | Ground Bounce (+75) | +2 | Projectile Invincibility: 1 to 27 (27 frames) | 0 | 40 |
Supers
Kin 1211 Shiki • Yaotome
236214A
Iori Yagami iori_236214a | ||||||||||
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236214A
236214A Kin 1211 Shiki • Yaotome | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
185 (0+10*3+15*3+20+90) | Mid | Advanced, Climax | 11 | 12 | 27 | Hard Knockdown | -31 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236214C
Iori Yagami iori_236214c | ||||||||||
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236214C
236214C Kin 1211 Shiki • Yaotome | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
185 (0+10*3+15*3+20+90) | Mid | Advanced, Climax | 11 | 12 | 24 | Hard Knockdown | -31 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236214AC
Iori Yagami iori_236214ac | ||||||||||
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236214AC
236214AC Kin 1211 Shiki • Yaotome | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
319 (0+25+25+30+25*4+10*4+100) Min: 157 | Mid | Climax | 4 | 12 | 24 | Hard Knockdown | -31 | - | 0 | 0 |
236214A/C > 236236AC
Iori Yagami iori_236214p_236236ac | ||||||||||
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236214A/C > 236236AC
236214A/C > 236236AC Ura 316 Shiki • Saika | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
136 (10*6+80), 321 total | - | Advanced, Climax | - | - | - | Hard Knockdown (55) | N/A | - | 0 | 0 |
Ura 1018 Shiki • Yashiori
214236A
Iori Yagami iori_214236a | ||||||||||
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214236A
214236A Ura 1018 Shiki • Yashiori | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
155 (25*3+80) | Mid | Advanced, Climax | 31 [ 151] | 2 (1) 2 (1) 2 (1) 2 | 25 | Hard Knockdown | +15 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
214236C
Iori Yagami iori_214236c | ||||||||||
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214236C
214236C Ura 1018 Shiki • Yashiori | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
155 (25*3+80) | Mid | Advanced, Climax | 31 [ 151] | 2 (1) 2 (1) 2 (1) 2 | 25 | Hard Knockdown | +15 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
214236AC
Iori Yagami iori_214236ac | ||||||||||
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214236AC
214236AC Ura 1018 Shiki • Yashiori | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
255 (25*7+80) | Mid | Climax | 30 [156] | 16 | 17 | Hard Knockdown | +26 | - | 0 | 0 |
Climax Super
2141236CD
Iori Yagami iori_2141236cd | ||||||||||
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2141236CD
2141236CD Ura 1131 Shiki • Hozuki | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
430 (0+70+10*16+200) Min: 215 | Mid | - | 7 | 12 | 68 | Hard Knockdown | -61 | Full Body: 1 to 14 (14 Frames) | 0 | 0 |