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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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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, 15
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_2b.png
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
| cancel      = special
| cancel      = special
| startup    = 4
| 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    = XV_placeholder.png
| 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    = 5
| startup    = 6
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 22
| hitadv      = 0
| hitadv      = -5
| blockadv    = -2
| 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    = XV_placeholder.png
| 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 (+25)
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1  
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 465: Line 465:
| guard      = Mid
| guard      = Mid
| cancel      = Rush
| cancel      = Rush
| startup    = 4,6
| startup    = 6
| active      = 4
| active      = 4
| recovery    =  
| recovery    =  
Line 487: Line 487:
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 4,6,6
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_6b.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 26
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_3d.png
| damage      = 60
| damage      = 60
| guard      = Low
| guard      = Low
| cancel      = [super]
| 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    = XV_placeholder.png
| 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      = 70~86
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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:
}}
}}


====Aerial Drop====
====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    = XV_placeholder.png
| 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    = B
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236A
| input      = 236A
| images      = XV_ochris_236a_ima.png
| images      = XV_ochris_236a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = -11~-2
| hitadv      = -3 (Close Range) to 1 (Max Range) / 8 (Both projectiles hits midscreen in sequence) / 1 (Both projectiles hits corner in sequence)
| blockadv    = -11~-6
| 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    = D
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_ochris_236a_ima.png
| images      = XV_ochris_236a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = -8~+16
| 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~+14
| 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    = BD
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 236AC
| input      = 236AC
| images      = XV_ochris_236a_ima.png
| images      = XV_ochris_236a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +1~+22
| 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    = +1~+22
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_623a.png, XV_ochris_623a2.png, XV_ochris_623a3.png, XV_ochris_623a4.png
| damage      = 70
| damage      = 70
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 14
| recovery    =  
| recovery    = 39 (21 on ground )
| hitadv      = SKD (+19)
| 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    = XV_placeholder.png
| 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    = 14
| startup    = 12
| active      =  
| active      = 3 (6) 5 (19) 5
| recovery    =  
| recovery    = 50 (20 on ground )
| hitadv      = SKD (+13)
| 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    = XV_placeholder.png
| 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 (+13)
| 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 847: Line 866:
| input      = 214A
| input      = 214A
| images      = XV_ochris_214a_ima.png  
| images      = XV_ochris_214a_ima.png  
| hitboxes    = XV_placeholder.png
| 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 (+30)
| 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 869: Line 888:
| input      = 214C
| input      = 214C
| images      = XV_ochris_214a_ima.png  
| images      = XV_ochris_214a_ima.png  
| hitboxes    = XV_placeholder.png
| 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    = +2
| blockadv    = 2 (Close Range) to 5 (Max Range)
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
Line 891: Line 910:
| input      = 214AC
| input      = 214AC
| images      = XV_ochris_214a_ima.png  
| images      = XV_ochris_214a_ima.png  
| hitboxes    = XV_placeholder.png
| 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      = Juggle (+82)
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_41236b.png
| damage      = 110 (10*5+60)
| 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      = SKD (+53)
| hitadv      = HKD (+53)
| blockadv    = -
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 9 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 936: Line 955:
| input      = 41236D
| input      = 41236D
| images      = XV_ochris_41236b_ima.png
| images      = XV_ochris_41236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_ochris_41236d.png
| damage      = 110 (10*5+60)
| damage      = 110 (10*5+60)
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      = 623A, Super
| startup    = 9
| startup    = 9
| active      =  
| active      = 1
| recovery    =  
| recovery    = 41
| hitadv      = SKD (+53)
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_41236bd.png
| damage      = 120 (10*5+70)
| 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    = XV_placeholder.png
| 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    = 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    = XV_placeholder.png
| 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      = XV_ochris_2141236ac_ima.png
| images      = XV_ochris_2141236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_ochris_2141236ac.png
| damage      = 330/345/
| damage      = 330/345/
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    = 20 [93]
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_236236b.png
| damage      = 136 (60+80)
| damage      = 136 (60+80)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 23 [135]
| startup    = 26 [135]
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 55
| hitadv      = Juggle (+69)
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_236236b.png
| damage      = 136 (60+80)
| damage      = 136 (60+80)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 23 [135]
| startup    = 26 [135]
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 55
| hitadv      = Juggle (+69)
| 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    = XV_placeholder.png
| hitboxes    = XV_ochris_236236bd.png
| damage      = 240 (50+200)
| damage      = 240 (50+200)
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    = 23 [133]
| 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    = XV_placeholder.png
| 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand43753-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand549-3-5-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand53210-2-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midcommand63180-2-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand54101-1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midsuper84101-1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70 (30+40)Midcommand(1), special(2)82 (5) 418-1-3-80 (40+40)120 (60+60)


far D

Orochi Chris
ochris_fd
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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10522-6-8-70120


Crouch Normals

crouch A

Orochi Chris
ochris_2a
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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand44742-3060


crouch B

Orochi Chris
ochris_2b
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 doneGuard DamageDamage done to the guard bar when blocked
30Lowspecial54101-1-3060


crouch C

Orochi Chris
ochris_2c
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 doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand6622-5-7-70 (35+35)120 (60+60)


crouch D

Orochi Chris
ochris_2d
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 doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9420SKD (25: Tech / 52: Non-tech)-5-70120


jump normals

hop A

Orochi Chris
ochris_ha
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 doneGuard DamageDamage done to the guard bar when blocked
40High-551 on ground---3050


jump A

Orochi Chris
ochris_ja
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 doneGuard DamageDamage done to the guard bar when blocked
45High-591 on ground---3060


hop B

Orochi Chris
ochris_hb
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 doneGuard DamageDamage done to the guard bar when blocked
40High-681 on ground---3050


jump B

Orochi Chris
ochris_jb
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 doneGuard DamageDamage done to the guard bar when blocked
45High-681 on ground---3060


hop C

Orochi Chris
ochris_hc
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 doneGuard DamageDamage done to the guard bar when blocked
70High-651 on ground---70100


jump C

Orochi Chris
ochris_jc
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 doneGuard DamageDamage done to the guard bar when blocked
70High-661 on ground---70120


hop D

Orochi Chris
ochris_hd
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 doneGuard DamageDamage done to the guard bar when blocked
70High-761 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-771 on ground---70120


hop 8B

Orochi Chris
ochris_h8b
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 doneGuard DamageDamage done to the guard bar when blocked
40High-6101 on ground---3050


jump 8B

Orochi Chris
ochris_j8b
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 doneGuard DamageDamage done to the guard bar when blocked
45High-691 on ground---3060


rush moves

rush 1

Orochi Chris
ochris_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush64--5-7-30120 (60+60)


rush 2

Orochi Chris
ochris_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-65--8-10-30180 (60+60+60)


Command normals

Muyou no Ono

Orochi Chris
ochris_6a
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 doneGuard DamageDamage done to the guard bar when blocked
40 [30]Midspecial13 [11]223-4-6-4080


Jyukei no Oni

Jyukei no Oni
Orochi Chris
ochris_6b
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 doneGuard DamageDamage done to the guard bar when blocked
45High-24321-3-5-40-


Cancel Jyukei no Oni
Orochi Chris
ochris_6b_cancel
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 doneGuard DamageDamage done to the guard bar when blocked
40 (20+20)Mid,Midspecial152 (3) 323-5-7-40 (20+20)80 (40+40)


Setsudan no koto

Orochi Chris
ochris_3d
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 doneGuard DamageDamage done to the guard bar when blocked
60LowSuper101014-3~+6-5~+4-4080


Blowback

Blowback

Orochi Chris
ochris_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial15327Wall Splat - HKD (gnd) (70 to 86)-7-100160


Shatterstrike

Orochi Chris
ochris_236cd
236CD
236CD
Shatterstrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-1562793-10Full Body Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Orochi Chris
ochris_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Orochi Chris
ochris_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1551 on groundSKD--80120


jump CD

Orochi Chris
ochris_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1571 on groundSKD--80140


Throws

Chi no Batsu

Orochi Chris
ochris_cthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+60)Unblockable-00


Ten no Tsumi

Orochi Chris
ochris_dthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+49)Unblockable-00


Specials

Taiyou O Iru Honoo

236A

Orochi Chris
ochris_236a
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 doneGuard DamageDamage done to the guard bar when blocked
97 (50+50)Mid-22Projectile (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
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 doneGuard DamageDamage done to the guard bar when blocked
114 (40+40+40)Mid-28Projectile (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
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 doneGuard DamageDamage done to the guard bar when blocked
184 (50+50+50+50)Mid-28Full Screen Projectile211 (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
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-51439 (21 on ground )SKD (19: Tech / 46: Non-tech)-34Full body against non-projectile air moves: 1 to 10 (10 Frames)40-


623C

Orochi Chris
ochris_623c
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 doneGuard DamageDamage done to the guard bar when blocked
134 (50+20+50+20)Midsuper (1~3)123 (6) 5 (19) 550 (20 on ground )SKD (13: Tech / 40: Non-tech)-35-120 (40+20+40+20)-


623AC

Orochi Chris
ochris_623ac
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 doneGuard DamageDamage done to the guard bar when blocked
165 (100+40+30)--41450 (20 on ground )SKD (13: Tech / 40: Non-tech)-36Full Body: 1 to 9 (9 Frames)0-


Kagami O Hofuru Honoo

214A

Orochi Chris
ochris_214a
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-12725SKD (30: Tech / 57: Non-tech) - Close-13 (Close Range) to -8 (Max Range)-40-


214C

Orochi Chris
ochris_214c
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-32413HKD (+47)2 (Close Range) to 5 (Max Range)-40-


214AC

Orochi Chris
ochris_214ac
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 doneGuard DamageDamage done to the guard bar when blocked
90Mid-18423Ground Bounce - HKD (82)-10 (Close Range) to -7 (Max Range)-0-


Shishi O Kamu Honoo

41236B

Orochi Chris
ochris_41236b
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 doneGuard DamageDamage done to the guard bar when blocked
80 (10*4+40)N/A623A9141HKD (+53)UnblockableFull Body: 9 (1 Frame)0-


41236D

Orochi Chris
ochris_41236d
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 doneGuard DamageDamage done to the guard bar when blocked
110 (10*5+60)Mid623A, Super9141HKD (+53)-27Full Body: 9 (1 Frame)0-


41236BD

Orochi Chris
ochris_41236bd
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 doneGuard DamageDamage done to the guard bar when blocked
110 (10*5+60)N/Aspecial9141Juggle (+70)UnblockableFull Body: 9 (1 Frame)0-


Supers

Ankoku Orochi Nagi

2141236A

Orochi Chris
ochris_2141236a
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 doneGuard DamageDamage done to the guard bar when blocked
180/210/240/270Midadvanced, climax18 [90]1048HKD (+40)-39Full Body: 1 to 4 (4 Frames)00


2141236C

Orochi Chris
ochris_2141236c
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 doneGuard DamageDamage done to the guard bar when blocked
180/210/240/270Midadvanced, climax20 [90]1048HKD (+40)-39Full Body: 1 to 4 (4 Frames)00


2141236AC

Orochi Chris
ochris_2141236ac
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 doneGuard DamageDamage done to the guard bar when blocked
330/345/Midclimax16 [90]1056HKD (+32)-47Full Body: 1 to 25 (25 Frames) [Full Body: 1 to 11 (11 Frames)]00


Daichi ni Hisomu Gouka

236236B

Orochi Chris
ochris_236236b
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 doneGuard DamageDamage done to the guard bar when blocked
136 (60+80)Midadvanced, climax26 [135]Full Screen Projectile55Juggle - HKD (68) - Close-30 (Close Range) to 1 (Max Range)Full Body: 1 to 3 (3 Frames)00


236236D

Orochi Chris
ochris_236236d
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 doneGuard DamageDamage done to the guard bar when blocked
136 (60+80)Midadvanced, climax26 [135]Full Screen Projectile55Juggle - HKD (68) - Close-30 (Close Range) to 1 (Max Range)Full Body: 1 to 3 (3 Frames)00


236236BD

Orochi Chris
ochris_236236bd
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 doneGuard DamageDamage done to the guard bar when blocked
240 (50+200)Midclimax24 [133]Full Screen Projectile49Juggle - HKD (+85)-24 (Close Range) to 7 (Max Range)Full Body: 1 (1 Frame)00


Hirameki Kogaretaru Tamashi

2141236CD

Orochi Chris
ochris_2141236cd
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 doneGuard DamageDamage done to the guard bar when blocked
440 Min:220Mid-10854HKD (+24)-26Full Body: 1 to 17 (17 Frames)00