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The King of Fighters XV/Orochi Chris/Data: Difference between revisions
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Line 6: | Line 6: | ||
| input = cl.A | | input = cl.A | ||
| images = XV_ochris_cla_ima.png | | images = XV_ochris_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_cla.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 12: | Line 12: | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 7 | ||
| hitadv = 5 | | hitadv = 5 | ||
| blockadv = 3 | | blockadv = 3 | ||
Line 25: | Line 25: | ||
| input = cl.B | | input = cl.B | ||
| images = XV_ochris_clb_ima.png | | images = XV_ochris_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_clb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 31: | Line 31: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 44: | Line 44: | ||
| input = cl.C | | input = cl.C | ||
| images = XV_ochris_clc_ima.png | | images = XV_ochris_clc_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_clc.png, XV_ochris_clc2.png, XV_ochris_clc3.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 50: | Line 50: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_ochris_cld_ima.png | | images = XV_ochris_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_cld.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 69: | Line 69: | ||
| startup = 6 | | startup = 6 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 83: | Line 83: | ||
| input = A | | input = A | ||
| images = XV_ochris_fa_ima.png | | images = XV_ochris_fa_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_fa.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 89: | Line 89: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = 1 | | hitadv = 1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 102: | Line 102: | ||
| input = B | | input = B | ||
| images = XV_ochris_fb_ima.png | | images = XV_ochris_fb_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_fb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 108: | Line 108: | ||
| startup = 8 | | startup = 8 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = 1 | | hitadv = 1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 121: | Line 121: | ||
| input = C | | input = C | ||
| images = XV_ochris_fc_ima.png | | images = XV_ochris_fc_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_fc.png, XV_ochris_fc2.png | ||
| damage = 70 (30+40) | | damage = 70 (30+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = command(1), special(2) | | cancel = command(1), special(2) | ||
| startup = 8 | | startup = 8 | ||
| active = 2 (5) 4 | | active = 2 (5) 4 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -1 | | hitadv = -1 | ||
| blockadv = -3 | | blockadv = -3 | ||
Line 140: | Line 140: | ||
| input = D | | input = D | ||
| images = XV_ochris_fd_ima.png | | images = XV_ochris_fd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_fd.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 146: | Line 146: | ||
| startup = 10 | | startup = 10 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 22 | ||
| hitadv = -6 | | hitadv = -6 | ||
| blockadv = -8 | | blockadv = -8 | ||
Line 160: | Line 160: | ||
| input = 2A | | input = 2A | ||
| images = XV_ochris_2a_ima.png | | images = XV_ochris_2a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2a.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 166: | Line 166: | ||
| startup = 4 | | startup = 4 | ||
| 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_ochris_2b_ima.png | | images = XV_ochris_2b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2b.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
| cancel = special | | cancel = special | ||
| startup = | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = 1 | | hitadv = 1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 198: | Line 198: | ||
| input = 2C | | input = 2C | ||
| images = XV_ochris_2c_ima.png | | images = XV_ochris_2c_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2c.png, XV_ochris_2c2.png | ||
| damage = 70 (35+35) | | damage = 70 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 6 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = -5 | ||
| blockadv = - | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = 70 (35+35) | | stun = 70 (35+35) | ||
Line 217: | Line 217: | ||
| input = 2D | | input = 2D | ||
| images = XV_ochris_2d_ima.png | | images = XV_ochris_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2d.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 223: | Line 223: | ||
| startup = 9 | | startup = 9 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = SKD ( | | hitadv = SKD (25: Tech / 52: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
Line 240: | Line 240: | ||
| input = h.A | | input = h.A | ||
| images = XV_ochris_ja_ima.png | | images = XV_ochris_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_ja.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 246: | Line 246: | ||
| startup = 5 | | startup = 5 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 262: | Line 262: | ||
| input = j.A | | input = j.A | ||
| images = XV_ochris_ja_ima.png | | images = XV_ochris_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_ja.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 268: | Line 268: | ||
| startup = 5 | | startup = 5 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 284: | Line 284: | ||
| input = h.B | | input = h.B | ||
| images = XV_ochris_jb_ima.png | | images = XV_ochris_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 290: | Line 290: | ||
| startup = 6 | | startup = 6 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 306: | Line 306: | ||
| input = j.B | | input = j.B | ||
| images = XV_ochris_jb_ima.png | | images = XV_ochris_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 312: | Line 312: | ||
| startup = 6 | | startup = 6 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 328: | Line 328: | ||
| input = h.C | | input = h.C | ||
| images = XV_ochris_jc_ima.png | | images = XV_ochris_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jc.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 334: | Line 334: | ||
| startup = 6 | | startup = 6 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 350: | Line 350: | ||
| input = j.C | | input = j.C | ||
| images = XV_ochris_jc_ima.png | | images = XV_ochris_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jc.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 356: | Line 356: | ||
| startup = 6 | | startup = 6 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 372: | Line 372: | ||
| input = h.D | | input = h.D | ||
| images = XV_ochris_jd_ima.png | | images = XV_ochris_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_hd.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 378: | Line 378: | ||
| startup = 7 | | startup = 7 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 394: | Line 394: | ||
| input = j.D | | input = j.D | ||
| images = XV_ochris_jd_ima.png | | images = XV_ochris_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jd.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 400: | Line 400: | ||
| startup = 7 | | startup = 7 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 416: | Line 416: | ||
| input = h.8B | | input = h.8B | ||
| images = XV_ochris_njb_ima.png | | images = XV_ochris_njb_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_njb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 422: | Line 422: | ||
| startup = 6 | | startup = 6 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 438: | Line 438: | ||
| input = j.8B | | input = j.8B | ||
| images = XV_ochris_njb_ima.png | | images = XV_ochris_njb_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_njb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 444: | Line 444: | ||
| startup = 6 | | startup = 6 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 465: | Line 465: | ||
| guard = Mid | | guard = Mid | ||
| cancel = Rush | | cancel = Rush | ||
| startup = | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = | ||
Line 487: | Line 487: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = | ||
Line 503: | Line 503: | ||
| input = 6A | | input = 6A | ||
| images = XV_ochris_6a_ima.png | | images = XV_ochris_6a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_6a.png | ||
| damage = 40 [30] | | damage = 40 [30] | ||
| guard = Mid | | guard = Mid | ||
| cancel = special | | cancel = special | ||
| startup = 13 | | startup = 13 [11] | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 526: | Line 526: | ||
| input = 6B | | input = 6B | ||
| images = XV_ochris_6b_ima.png | | images = XV_ochris_6b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_6b.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 24 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 548: | Line 548: | ||
| input = 6B cancel | | input = 6B cancel | ||
| images = XV_ochris_6b_ima.png | | images = XV_ochris_6b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_6b2.png, XV_ochris_6b3.png | ||
| damage = 40 (20+20) | | damage = 40 (20+20) | ||
| guard = Mid,Mid | | guard = Mid,Mid | ||
| cancel = special | | cancel = special | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 2 (3) 3 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -5 | | hitadv = -5 | ||
| blockadv = -7 | | blockadv = -7 | ||
Line 567: | Line 567: | ||
| input = 3D | | input = 3D | ||
| images = XV_ochris_3d_ima.png | | images = XV_ochris_3d_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_3d.png | ||
| damage = 60 | | damage = 60 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = Super | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 14 | ||
| hitadv = -3~+6 | | hitadv = -3~+6 | ||
| blockadv = -5~+4 | | blockadv = -5~+4 | ||
Line 587: | Line 587: | ||
| input = CD | | input = CD | ||
| images = XV_ochris_cd_ima.png | | images = XV_ochris_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_cd.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = special | | cancel = special | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 27 | ||
| hitadv = 70 | | hitadv = Wall Splat - HKD (gnd) (70 to 86) | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
Line 606: | Line 606: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_ochris_236cd_ima.png | | images = XV_ochris_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236cd.png, XV_ochris_236cd2.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = 93 | | hitadv = 93 | ||
| blockadv = -10 | | blockadv = -10 | ||
Line 618: | Line 618: | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 200 | | guardDamage = 200 | ||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Orochi Chris | moveId = ochris_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_ochris_214cd_ima.png | |||
| hitboxes = XV_ochris_214cd_hb.png, XV_ochris_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 | |||
}} | }} | ||
Line 628: | Line 647: | ||
| input = h.CD | | input = h.CD | ||
| images = XV_ochris_jcd_ima.png | | images = XV_ochris_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jcd.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 650: | Line 669: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_ochris_jcd_ima.png | | images = XV_ochris_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_jcd.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 670: | Line 689: | ||
| input = (close) 4/6C | | input = (close) 4/6C | ||
| images = XV_ochris_cthrow_ima.png | | images = XV_ochris_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_cthrow.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = HKD (+60) | | hitadv = HKD (+60) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 684: | Line 703: | ||
}} | }} | ||
==== | ====Ten no Tsumi==== | ||
{{MoveData-KOFXV | character = Orochi Chris | moveId = ochris_dthrow | {{MoveData-KOFXV | character = Orochi Chris | moveId = ochris_dthrow | ||
| name = Ten no Tsumi | | name = Ten no Tsumi | ||
| input = (close) 4/6D | | input = (close) 4/6D | ||
| images = XV_ochris_dthrow_ima.png | | images = XV_ochris_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_dthrow.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = HKD (+49) | | hitadv = HKD (+49) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 709: | Line 728: | ||
| name = Taiyou O Iru Honoo | | name = Taiyou O Iru Honoo | ||
| header = yes | | header = yes | ||
| version = | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236A | | input = 236A | ||
| images = XV_ochris_236a_ima.png | | images = XV_ochris_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236a.png | ||
| damage = 97 (50+50) | | damage = 97 (50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 22 | | startup = 22 | ||
| active = | | active = Projectile (14) | ||
| recovery = | | recovery = 17 | ||
| hitadv = - | | hitadv = -3 (Close Range) to 1 (Max Range) / 8 (Both projectiles hits midscreen in sequence) / 1 (Both projectiles hits corner in sequence) | ||
| blockadv = - | | blockadv = -3 (First projectiles hits at the same time) to 3 to 4 (Both projectiles hits midscreen in sequence) | ||
| invul = | | invul = | ||
| stun = 80 (40+40) | | stun = 80 (40+40) | ||
Line 731: | Line 750: | ||
| name = Taiyou O Iru Honoo | | name = Taiyou O Iru Honoo | ||
| header = no | | header = no | ||
| version = | | version = C | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236C | | input = 236C | ||
| images = | | images = XV_ochris_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236c.png, XV_ochris_236c2.png | ||
| damage = 114 (40+40+40) | | damage = 114 (40+40+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 28 | | startup = 28 | ||
| active = | | active = Projectile (21) | ||
| recovery = | | recovery = 7 | ||
| hitadv = - | | hitadv = -5 (Close Range - First hit only) to 19 (Max Range - Last hit only) / 9 (First two projectiles hits midscreen in sequence) to 26 (All three projectiles hits midscreen in sequence) | ||
| blockadv = -8 | | blockadv = -5 (Close Range) to 17 (Max Range) / 8 (First two projectiles hits midscreen in sequence) to 24 (All three projectiles hits midscreen in sequence) | ||
| invul = | | invul = | ||
| stun = 120 (40+40+40) | | stun = 120 (40+40+40) | ||
Line 753: | Line 772: | ||
| name = Taiyou O Iru Honoo | | name = Taiyou O Iru Honoo | ||
| header = no | | header = no | ||
| version = | | version = AC | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236AC | | input = 236AC | ||
| images = | | images = XV_ochris_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236ac.png, XV_ochris_236ac2.png, XV_ochris_236ac3.png | ||
| damage = 184 (50+50+50+50) | | damage = 184 (50+50+50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 28 | | startup = 28 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = 1 (Close Range) to 22 (Max Range) / 16 (First two projectiles hits midscreen in sequence) to 22 (First three to all projectiles hits midscreen in sequence) | ||
| blockadv = | | blockadv = 1 (Close Range) to 22 (Max Range) / 16 (First two projectiles hits midscreen in sequence) to 22 (First three to all projectiles hits midscreen in sequence) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 780: | Line 799: | ||
| input = 623A | | input = 623A | ||
| images = XV_ochris_623a_ima.png | | images = XV_ochris_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_623a.png, XV_ochris_623a2.png, XV_ochris_623a3.png, XV_ochris_623a4.png | ||
| damage = 70 | | damage = 70 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 39 (21 on ground ) | ||
| hitadv = SKD ( | | hitadv = SKD (19: Tech / 46: Non-tech) | ||
| blockadv = -34 | | blockadv = -34 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 10 (10 Frames) | ||
| stun = 40 | | stun = 40 | ||
| guardDamage = | | guardDamage = | ||
Line 802: | Line 821: | ||
| input = 623C | | input = 623C | ||
| images = XV_ochris_623a_ima.png | | images = XV_ochris_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_623c.png, XV_ochris_623c2.png, XV_ochris_623c3.png, XV_ochris_623c4.png, XV_ochris_623c5.png, XV_ochris_623c6.png | ||
| damage = 134 (50+20+50+20) | | damage = 134 (50+20+50+20) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super (1~3) | | cancel = super (1~3) | ||
| startup = | | startup = 12 | ||
| active = | | active = 3 (6) 5 (19) 5 | ||
| recovery = | | recovery = 50 (20 on ground ) | ||
| hitadv = SKD ( | | hitadv = SKD (13: Tech / 40: Non-tech) | ||
| blockadv = -35 | | blockadv = -35 | ||
| invul = | | invul = | ||
Line 824: | Line 843: | ||
| input = 623AC | | input = 623AC | ||
| images = XV_ochris_623a_ima.png | | images = XV_ochris_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_623ac.png, XV_ochris_623ac2.png, XV_ochris_623ac3.png, XV_ochris_623ac4.png, XV_ochris_623ac5.png | ||
| damage = 165 (100+40+30) | | damage = 165 (100+40+30) | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 50 (20 on ground ) | ||
| hitadv = SKD ( | | hitadv = SKD (13: Tech / 40: Non-tech) | ||
| blockadv = -36 | | blockadv = -36 | ||
| invul = | | invul = Full Body: 1 to 9 (9 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 846: | Line 865: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 214A | | input = 214A | ||
| images = | | images = XV_ochris_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_214a.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 25 | ||
| hitadv = SKD ( | | hitadv = SKD (30: Tech / 57: Non-tech) - Close | ||
| blockadv = -13 | | blockadv = -13 (Close Range) to -8 (Max Range) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 868: | Line 887: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 214C | | input = 214C | ||
| images = | | images = XV_ochris_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_214c.png | ||
| damage = 100 | | damage = 100 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 32 | | startup = 32 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 13 | ||
| hitadv = HKD (+47) | | hitadv = HKD (+47) | ||
| blockadv = | | blockadv = 2 (Close Range) to 5 (Max Range) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 890: | Line 909: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 214AC | | input = 214AC | ||
| images = | | images = XV_ochris_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_214ac.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 18 | | startup = 18 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 23 | ||
| hitadv = | | hitadv = Ground Bounce - HKD (82) | ||
| blockadv = -10 | | blockadv = -10 (Close Range) to -7 (Max Range) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 914: | Line 933: | ||
| input = 41236B | | input = 41236B | ||
| images = XV_ochris_41236b_ima.png | | images = XV_ochris_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_41236b.png | ||
| damage = | | damage = 80 (10*4+40) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = 623A | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 41 | ||
| hitadv = | | hitadv = HKD (+53) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 9 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 935: | Line 954: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 41236D | | input = 41236D | ||
| images = | | images = XV_ochris_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_41236d.png | ||
| damage = 110 (10*5+60) | | damage = 110 (10*5+60) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = 623A, Super | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 41 | ||
| hitadv = | | hitadv = HKD (+53) | ||
| blockadv = -27 | | blockadv = -27 | ||
| invul = | | invul = Full Body: 9 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 958: | Line 977: | ||
| input = 41236BD | | input = 41236BD | ||
| images = XV_ochris_41236b_ima.png | | images = XV_ochris_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_41236bd.png | ||
| damage = | | damage = 110 (10*5+60) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = special | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 41 | ||
| hitadv = Juggle (+70) | | hitadv = Juggle (+70) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 9 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 982: | Line 1,001: | ||
| input = 2141236A | | input = 2141236A | ||
| images = XV_ochris_2141236a_ima.png | | images = XV_ochris_2141236a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2141236a.png | ||
| damage = 180/210/240/270 | | damage = 180/210/240/270 | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = | | startup = 18 [90] | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 48 | ||
| hitadv = HKD (+40) | | hitadv = HKD (+40) | ||
| blockadv = -39 | | blockadv = -39 | ||
| invul = | | invul = Full Body: 1 to 4 (4 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,004: | Line 1,023: | ||
| input = 2141236C | | input = 2141236C | ||
| images = XV_ochris_2141236a_ima.png | | images = XV_ochris_2141236a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2141236a.png | ||
| damage = 180/210/240/270 | | damage = 180/210/240/270 | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = 20 [90] | | startup = 20 [90] | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 48 | ||
| hitadv = HKD (+40) | | hitadv = HKD (+40) | ||
| blockadv = -39 | | blockadv = -39 | ||
| invul = | | invul = Full Body: 1 to 4 (4 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,025: | Line 1,044: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 2141236AC | | input = 2141236AC | ||
| images = | | images = XV_ochris_2141236a_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_2141236ac.png | ||
| damage = 330/345/ | | damage = 330/345/ | ||
| guard = Mid | | guard = Mid | ||
| cancel = climax | | cancel = climax | ||
| startup = | | startup = 16 [90] | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 56 | ||
| hitadv = HKD (+32) | | hitadv = HKD (+32) | ||
| blockadv = -47 | | blockadv = -47 | ||
| invul = | | invul = Full Body: 1 to 25 (25 Frames) [Full Body: 1 to 11 (11 Frames)] | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,049: | Line 1,068: | ||
| input = 236236B | | input = 236236B | ||
| images = XV_ochris_236236b_ima.png | | images = XV_ochris_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236236b.png | ||
| damage = 136 (60+80) | | damage = 136 (60+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = | | startup = 26 [135] | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 55 | ||
| hitadv = Juggle ( | | hitadv = Juggle - HKD (68) - Close | ||
| blockadv = -30 | | blockadv = -30 (Close Range) to 1 (Max Range) | ||
| invul = | | invul = Full Body: 1 to 3 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,071: | Line 1,090: | ||
| input = 236236D | | input = 236236D | ||
| images = XV_ochris_236236b_ima.png | | images = XV_ochris_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236236b.png | ||
| damage = 136 (60+80) | | damage = 136 (60+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = | | startup = 26 [135] | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 55 | ||
| hitadv = Juggle ( | | hitadv = Juggle - HKD (68) - Close | ||
| blockadv = -30 | | blockadv = -30 (Close Range) to 1 (Max Range) | ||
| invul = | | invul = Full Body: 1 to 3 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,093: | Line 1,112: | ||
| input = 236236BD | | input = 236236BD | ||
| images = XV_ochris_236236b_ima.png | | images = XV_ochris_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_236236bd.png | ||
| damage = 240 (50+200) | | damage = 240 (50+200) | ||
| guard = Mid | | guard = Mid | ||
| cancel = climax | | cancel = climax | ||
| startup = | | startup = 24 [133] | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 49 | ||
| hitadv = Juggle (+85) | | hitadv = Juggle - HKD (+85) | ||
| blockadv = -24 | | blockadv = -24 (Close Range) to 7 (Max Range) | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,113: | Line 1,132: | ||
| input = 2141236CD | | input = 2141236CD | ||
| images = XV_ochris_214236cd_ima.png | | images = XV_ochris_214236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_ochris_214236cd.png | ||
| damage = 440 Min:220 | | damage = 440 Min:220 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 54 | ||
| hitadv = HKD (+24) | | hitadv = HKD (+24) | ||
| blockadv = -26 | | blockadv = -26 | ||
| invul = | | invul = Full Body: 1 to 17 (17 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 |
Latest revision as of 15:45, 17 August 2024
Close Standing Normals
close A
Orochi Chris ochris_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 | 7 | 5 | 3 | - | 30 | 60 |
close B
Orochi Chris ochris_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 | Mid | command | 5 | 4 | 9 | -3 | -5 | - | 30 | 60 |
close C
Orochi Chris ochris_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 | 5 | 3 | 21 | 0 | -2 | - | 70 | 120 |
close D
Orochi Chris ochris_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 | 6 | 3 | 18 | 0 | -2 | - | 70 | 120 |
Far Standing Normals
far A
Orochi Chris ochris_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
A
A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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 | 5 | 4 | 10 | 1 | -1 | - | 30 | 60 |
far B
Orochi Chris ochris_fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
B
B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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 | 8 | 4 | 10 | 1 | -1 | - | 30 | 60 |
far C
Orochi Chris ochris_fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
C
C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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+40) | Mid | command(1), special(2) | 8 | 2 (5) 4 | 18 | -1 | -3 | - | 80 (40+40) | 120 (60+60) |
far D
Orochi Chris ochris_fd | ||||||||||
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D
D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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 | 10 | 5 | 22 | -6 | -8 | - | 70 | 120 |
Crouch Normals
crouch A
Orochi Chris ochris_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 | 4 | 4 | 7 | 4 | 2 | - | 30 | 60 |
crouch B
Orochi Chris ochris_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 |
30 | Low | special | 5 | 4 | 10 | 1 | -1 | - | 30 | 60 |
crouch C
Orochi Chris ochris_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 (35+35) | Mid | command | 6 | 6 | 22 | -5 | -7 | - | 70 (35+35) | 120 (60+60) |
crouch D
Orochi Chris ochris_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 | special | 9 | 4 | 20 | SKD (25: Tech / 52: Non-tech) | -5 | - | 70 | 120 |
jump normals
hop A
Orochi Chris ochris_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 | - | 5 | 5 | 1 on ground | - | - | - | 30 | 50 |
jump A
Orochi Chris ochris_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 | - | 5 | 9 | 1 on ground | - | - | - | 30 | 60 |
hop B
Orochi Chris ochris_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 | - | 6 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
Orochi Chris ochris_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 |
45 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop C
Orochi Chris ochris_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 |
70 | High | - | 6 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump C
Orochi Chris ochris_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 | - | 6 | 6 | 1 on ground | - | - | - | 70 | 120 |
hop D
Orochi Chris ochris_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 | - | 7 | 6 | 1 on ground | - | - | - | 70 | 100 |
jump D
Orochi Chris ochris_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | - | 7 | 7 | 1 on ground | - | - | - | 70 | 120 |
hop 8B
Orochi Chris ochris_h8b | ||||||||||
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h.8B
h.8B hop 8B | ||||||||||
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 | - | 6 | 10 | 1 on ground | - | - | - | 30 | 50 |
jump 8B
Orochi Chris ochris_j8b | ||||||||||
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j.8B
j.8B jump 8B | ||||||||||
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 | - | 6 | 9 | 1 on ground | - | - | - | 30 | 60 |
rush moves
rush 1
Orochi Chris ochris_rush1 | ||||||||||
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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 |
48 (25+25) | Mid | Rush | 6 | 4 | - | -5 | -7 | - | 30 | 120 (60+60) |
rush 2
Orochi Chris ochris_rush2 | ||||||||||
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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 |
70 (25+25+25) | Mid | - | 6 | 5 | - | -8 | -10 | - | 30 | 180 (60+60+60) |
Command normals
Muyou no Ono
Orochi Chris ochris_6a | ||||||||||
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6A
6A Muyou no Ono | ||||||||||
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 [30] | Mid | special | 13 [11] | 2 | 23 | -4 | -6 | - | 40 | 80 |
Jyukei no Oni
Jyukei no Oni
Orochi Chris ochris_6b | ||||||||||
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6B
6B Jyukei no Oni | ||||||||||
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 | - | 24 | 3 | 21 | -3 | -5 | - | 40 | - |
Cancel Jyukei no Oni
Orochi Chris ochris_6b_cancel | ||||||||||
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6B cancel
6B cancel Cancel Jyukei no Oni | ||||||||||
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 (20+20) | Mid,Mid | special | 15 | 2 (3) 3 | 23 | -5 | -7 | - | 40 (20+20) | 80 (40+40) |
Setsudan no koto
Orochi Chris ochris_3d | ||||||||||
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3D
3D Setsudan no koto | ||||||||||
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 |
60 | Low | Super | 10 | 10 | 14 | -3~+6 | -5~+4 | - | 40 | 80 |
Blowback
Blowback
Orochi Chris ochris_cd | ||||||||||
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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 | 15 | 3 | 27 | Wall Splat - HKD (gnd) (70 to 86) | -7 | - | 100 | 160 |
Shatterstrike
Orochi Chris ochris_236cd | ||||||||||
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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 | 93 | -10 | Full Body Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Orochi Chris ochris_214cd | ||||||||||
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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
Orochi Chris ochris_hcd | ||||||||||
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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 | - | 15 | 5 | 1 on ground | SKD | - | - | 80 | 120 |
jump CD
Orochi Chris ochris_jcd | ||||||||||
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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 | - | 15 | 7 | 1 on ground | SKD | - | - | 80 | 140 |
Throws
Chi no Batsu
Orochi Chris ochris_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Chi no Batsu | ||||||||||
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 | N/A | - | 1 | 1 | 0 | HKD (+60) | Unblockable | - | 0 | 0 |
Ten no Tsumi
Orochi Chris ochris_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Ten no Tsumi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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 | N/A | - | 1 | 1 | 0 | HKD (+49) | Unblockable | - | 0 | 0 |
Specials
Taiyou O Iru Honoo
236A
Orochi Chris ochris_236a | ||||||||||
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236A
236A Taiyou O Iru Honoo | ||||||||||
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 |
97 (50+50) | Mid | - | 22 | Projectile (14) | 17 | -3 (Close Range) to 1 (Max Range) / 8 (Both projectiles hits midscreen in sequence) / 1 (Both projectiles hits corner in sequence) | -3 (First projectiles hits at the same time) to 3 to 4 (Both projectiles hits midscreen in sequence) | - | 80 (40+40) | - |
236C
Orochi Chris ochris_236c | ||||||||||
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236C
236C Taiyou O Iru Honoo | ||||||||||
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 |
114 (40+40+40) | Mid | - | 28 | Projectile (21) | 7 | -5 (Close Range - First hit only) to 19 (Max Range - Last hit only) / 9 (First two projectiles hits midscreen in sequence) to 26 (All three projectiles hits midscreen in sequence) | -5 (Close Range) to 17 (Max Range) / 8 (First two projectiles hits midscreen in sequence) to 24 (All three projectiles hits midscreen in sequence) | - | 120 (40+40+40) | - |
236AC
Orochi Chris ochris_236ac | ||||||||||
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236AC
236AC Taiyou O Iru Honoo | ||||||||||
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 |
184 (50+50+50+50) | Mid | - | 28 | Full Screen Projectile | 21 | 1 (Close Range) to 22 (Max Range) / 16 (First two projectiles hits midscreen in sequence) to 22 (First three to all projectiles hits midscreen in sequence) | 1 (Close Range) to 22 (Max Range) / 16 (First two projectiles hits midscreen in sequence) to 22 (First three to all projectiles hits midscreen in sequence) | - | 0 | - |
Tsuki O Tsumu Honoo
623A
Orochi Chris ochris_623a | ||||||||||
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623A
623A Tsuki O Tsumu Honoo | ||||||||||
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 | - | 5 | 14 | 39 (21 on ground ) | SKD (19: Tech / 46: Non-tech) | -34 | Full body against non-projectile air moves: 1 to 10 (10 Frames) | 40 | - |
623C
Orochi Chris ochris_623c | ||||||||||
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623C
623C Tsuki O Tsumu Honoo | ||||||||||
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 |
134 (50+20+50+20) | Mid | super (1~3) | 12 | 3 (6) 5 (19) 5 | 50 (20 on ground ) | SKD (13: Tech / 40: Non-tech) | -35 | - | 120 (40+20+40+20) | - |
623AC
Orochi Chris ochris_623ac | ||||||||||
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623AC
623AC Tsuki O Tsumu Honoo | ||||||||||
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 |
165 (100+40+30) | - | - | 4 | 14 | 50 (20 on ground ) | SKD (13: Tech / 40: Non-tech) | -36 | Full Body: 1 to 9 (9 Frames) | 0 | - |
Kagami O Hofuru Honoo
214A
Orochi Chris ochris_214a | ||||||||||
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214A
214A Kagami O Hofuru Honoo | ||||||||||
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 | 7 | 25 | SKD (30: Tech / 57: Non-tech) - Close | -13 (Close Range) to -8 (Max Range) | - | 40 | - |
214C
Orochi Chris ochris_214c | ||||||||||
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214C
214C Kagami O Hofuru Honoo | ||||||||||
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 | - | 32 | 4 | 13 | HKD (+47) | 2 (Close Range) to 5 (Max Range) | - | 40 | - |
214AC
Orochi Chris ochris_214ac | ||||||||||
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214AC
214AC Kagami O Hofuru Honoo | ||||||||||
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 | - | 18 | 4 | 23 | Ground Bounce - HKD (82) | -10 (Close Range) to -7 (Max Range) | - | 0 | - |
Shishi O Kamu Honoo
41236B
Orochi Chris ochris_41236b | ||||||||||
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41236B
41236B Shishi O Kamu Honoo | ||||||||||
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 (10*4+40) | N/A | 623A | 9 | 1 | 41 | HKD (+53) | Unblockable | Full Body: 9 (1 Frame) | 0 | - |
41236D
Orochi Chris ochris_41236d | ||||||||||
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41236D
41236D Shishi O Kamu Honoo | ||||||||||
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 |
110 (10*5+60) | Mid | 623A, Super | 9 | 1 | 41 | HKD (+53) | -27 | Full Body: 9 (1 Frame) | 0 | - |
41236BD
Orochi Chris ochris_41236bd | ||||||||||
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41236BD
41236BD Shishi O Kamu Honoo | ||||||||||
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 |
110 (10*5+60) | N/A | special | 9 | 1 | 41 | Juggle (+70) | Unblockable | Full Body: 9 (1 Frame) | 0 | - |
Supers
Ankoku Orochi Nagi
2141236A
Orochi Chris ochris_2141236a | ||||||||||
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2141236A
2141236A Ankoku Orochi Nagi | ||||||||||
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 |
180/210/240/270 | Mid | advanced, climax | 18 [90] | 10 | 48 | HKD (+40) | -39 | Full Body: 1 to 4 (4 Frames) | 0 | 0 |
2141236C
Orochi Chris ochris_2141236c | ||||||||||
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2141236C
2141236C Ankoku Orochi Nagi | ||||||||||
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 |
180/210/240/270 | Mid | advanced, climax | 20 [90] | 10 | 48 | HKD (+40) | -39 | Full Body: 1 to 4 (4 Frames) | 0 | 0 |
2141236AC
Orochi Chris ochris_2141236ac | ||||||||||
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2141236AC
2141236AC Ankoku Orochi Nagi | ||||||||||
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 |
330/345/ | Mid | climax | 16 [90] | 10 | 56 | HKD (+32) | -47 | Full Body: 1 to 25 (25 Frames) [Full Body: 1 to 11 (11 Frames)] | 0 | 0 |
Daichi ni Hisomu Gouka
236236B
Orochi Chris ochris_236236b | ||||||||||
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236236B
236236B Daichi ni Hisomu Gouka | ||||||||||
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 (60+80) | Mid | advanced, climax | 26 [135] | Full Screen Projectile | 55 | Juggle - HKD (68) - Close | -30 (Close Range) to 1 (Max Range) | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236236D
Orochi Chris ochris_236236d | ||||||||||
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236236D
236236D Daichi ni Hisomu Gouka | ||||||||||
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 (60+80) | Mid | advanced, climax | 26 [135] | Full Screen Projectile | 55 | Juggle - HKD (68) - Close | -30 (Close Range) to 1 (Max Range) | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236236BD
Orochi Chris ochris_236236bd | ||||||||||
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236236BD
236236BD Daichi ni Hisomu Gouka | ||||||||||
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 |
240 (50+200) | Mid | climax | 24 [133] | Full Screen Projectile | 49 | Juggle - HKD (+85) | -24 (Close Range) to 7 (Max Range) | Full Body: 1 (1 Frame) | 0 | 0 |
Hirameki Kogaretaru Tamashi
2141236CD
Orochi Chris ochris_2141236cd | ||||||||||
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2141236CD
2141236CD Hirameki Kogaretaru Tamashi | ||||||||||
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 |
440 Min:220 | Mid | - | 10 | 8 | 54 | HKD (+24) | -26 | Full Body: 1 to 17 (17 Frames) | 0 | 0 |