-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Ryo Sakazaki/Data: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Franck Frost (talk | contribs)
Blanked the page
Tags: Blanking Reverted
Franck Frost (talk | contribs)
 
(36 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{CharNavbox_XV}}
===Close Standing Normals===
====cl.A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cla
| name   = close A
| input   = cl.A
| images   = XV_ryo_cla_ima.png
| hitboxes   = XV_ryo_cla_hb.png
| damage   = 25
| guard   = Mid
| cancel   = command
| startup   = 4
| active   = 3
| recovery   = 8
| hitadv   = +4
| blockadv   = +2
| invul   =
| stun        = 30
| guardDamage = 60
}}


====cl.B====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_clb
| name   = close B
| input   = cl.B
| images   = XV_ryo_clb_ima.png
| hitboxes   = XV_ryo_clb_hb.png
| damage   = 30
| guard   = Mid
| cancel   = command
| startup   = 5
| active   = 3
| recovery   = 7
| hitadv   = +5
| blockadv   = +3
| invul   =
| stun        = 30
| guardDamage = 60
}}
====cl.C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_clc
| name   = close C
| input   = cl.C
| images   = XV_ryo_clc_ima.png
| hitboxes   = XV_ryo_clc_hb.png
| damage   = 70
| guard   = Mid
| cancel   = command
| startup   = 4
| active   = 6
| recovery   = 14
| hitadv   = +1
| blockadv   = -1
| invul   =
| stun        = 70
| guardDamage = 120
}}
====cl.D====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cld
| name   = close D
| input   = cl.D
| images   = XV_ryo_cld_ima.png
| hitboxes   = XV_ryo_cld_hb.png
| damage   = 80
| guard   = Low
| cancel   = command
| startup   = 6
| active   = 8
| recovery   = 18
| hitadv   = -5
| blockadv   = -7
| invul   =
| stun        = 70
| guardDamage = 120
}}
===Far Standing Normals===
====st.A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_sta
| name   = stand A
| input   = st.A
| images   = XV_Ryo_st.A_ima.png
| hitboxes   = XV_Ryo_st.A_hb.png
| damage   = 25
| guard   = Mid
| cancel   = command
| startup   = 5
| active   = 6
| recovery   = 6
| hitadv   = +3
| blockadv   = +1
| invul   =
| stun        = 30
| guardDamage = 60
}}
====st.B====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_stb
| name   = stand B
| input   = st.B
| images   = XV_Ryo_st.B_ima.png
| hitboxes   = XV_Ryo_st.B_hb.png
| damage   = 30
| guard   = Mid
| cancel   = super
| startup   = 6
| active   = 3
| recovery   = 11
| hitadv   = +1
| blockadv   = -1
| invul   =
| stun        = 30
| guardDamage = 60
}}
====st.C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_stc
| name   = stand C
| input   = st.C
| images   = XV_Ryo_st.C_ima.png
| hitboxes   = XV_Ryo_st.C_hb.png
| damage   = 70
| guard   = Mid
| cancel   = special
| startup   = 8
| active   = 5
| recovery   = 16
| hitadv   = 0
| blockadv   = -2
| invul   =
| stun        = 70
| guardDamage = 120
}}
====st.D====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_std
| name   = stand D
| input   = st.D
| images   = XV_Ryo_st.D_ima.png
| hitboxes   = XV_Ryo_st.D_hb.png
| damage   = 80
| guard   = Mid
| cancel   = super
| startup   = 10
| active   = 6
| recovery   = 18
| hitadv   = -3
| blockadv   = -5
| invul   =
| stun        = 70
| guardDamage = 120
}}
===Crouch Normals===
====cr.A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cra
| name   = crouch A
| input   = cr.A
| images   = XV_Ryo_cr.A_ima.png
| hitboxes   = XV_Ryo_2A_hb.png
| damage   = 25
| guard   = Mid
| cancel   = command
| startup   = 4
| active   = 3
| recovery   = 8
| hitadv   = +4
| blockadv   = +2
| invul   =
| stun        = 30
| guardDamage = 60
}}
====cr.B====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_crb
| name   = crouch B
| input   = cr.B
| images   = XV_Ryo_cr.B_ima.png
| hitboxes   = XV_Ryo_2B_hb.png
| damage   = 15
| guard   = Low
| cancel   = super
| startup   = 5
| active   = 3
| recovery   = 10
| hitadv   = +2
| blockadv   = 0
| invul   =
| stun        = 15
| guardDamage = 30
}}
====cr.C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_crc
| name   = crouch C
| input   = cr.C
| images   = XV_Ryo_cr.C_ima.png
| hitboxes   = XV_Ryo_2C_hb.png, XV_Ryo_2C2_hb.png
| damage   = 70
| guard   = Mid
| cancel   = command
| startup   = 4
| active   = 5
| recovery   = 24
| hitadv   = -8
| blockadv   = -10
| invul   =
| stun        = 70
| guardDamage = 120
}}
====cr.D====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_crd
| name   = crouch D
| input   = cr.D
| images   = XV_Ryo_cr.D_ima.png
| hitboxes   = XV_Ryo_2D_hb.png
| damage   = 80
| guard   = Low
| cancel   = command
| startup   = 9
| active   = 5
| recovery   = 19
| hitadv   = SKD (25: Tech / 52: Non-tech)
| blockadv   = -5
| invul   =
| stun        = 70
| guardDamage = 120
}}
===jump normals===
====hop A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jha
| name   = hop A
| header      = yes
| version   = hop A
| orderId   = 1
| input   = jh.A
| images   = XV_ryo_ja_ima.png
| hitboxes   = XV_ryo_ha_hb.png
| damage   = 40
| guard   = High
| cancel   =
| startup   = 5
| active   = 10
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 30
| guardDamage = 50
}}
====jump A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_ja
| name   = jump A
| header      = no
| version   = jump A
| orderId   = 2
| input   = j.A
| images   = XV_ryo_ja_ima.png
| hitboxes   = XV_ryo_ja_hb.png
| damage   = 45
| guard   = High
| cancel   =
| startup   = 5
| active   = 10
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 30
| guardDamage = 60
}}
====hop B====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhb
| name   = hop B
| header      = yes
| version   = hop B
| orderId   = 1
| input   = jh.B
| images   = XV_ryo_jb_ima.png
| hitboxes   = XV_ryo_hb_hb.png
| damage   = 40
| guard   = High
| cancel   =
| startup   = 5
| active   = 8
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 30
| guardDamage = 50
}}
====jump B====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jb
| name   = jump B
| header      = no
| version   = jump B
| orderId   = 2
| input   = j.B
| images   = XV_ryo_jb_ima.png
| hitboxes   = XV_ryo_jb_hb.png
| damage   = 45
| guard   = High
| cancel   =
| startup   = 5
| active   = 10
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 30
| guardDamage = 60
}}
====hop C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhc
| name   = hop C
| header      = yes
| version   = hop C
| orderId   = 1
| input   = jh.C
| images   = XV_ryo_jc_ima.png
| hitboxes   = XV_ryo_hc_hb.png
| damage   = 70
| guard   = High
| cancel   =
| startup   = 6
| active   = 4
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 70
| guardDamage = 100
}}
====jump C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jc
| name   = jump C
| header      = no
| version   = jump C
| orderId   = 2
| input   = j.C
| images   = XV_ryo_jc_ima.png
| hitboxes   = XV_ryo_jc_hb.png
| damage   = 70
| guard   = High
| cancel   =
| startup   = 6
| active   = 5
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 70
| guardDamage = 120
}}
====hop D====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhd
| name   = hop D
| header      = yes
| version   = hop D
| orderId   = 1
| input   = jh.D
| images   = XV_ryo_jd_ima.png
| hitboxes   = XV_ryo_hd_hb.png
| damage   = 70
| guard   = High
| cancel   =
| startup   = 7
| active   = 6
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 70
| guardDamage = 100
}}
====jump D====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jd
| name   = jump D
| header      = no
| version   = jump D
| orderId   = 2
| input   = j.D
| images   = XV_ryo_jd_ima.png
| hitboxes   = XV_ryo_jd_hb.png
| damage   = 70
| guard   = High
| cancel   =
| startup   = 7
| active   = 7
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 70
| guardDamage = 120
}}
===rush moves===
====rush 1====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_ryo_rush1_ima.png
| hitboxes    = XV_ryo_rush1.png
| damage      = 25
| guard      = Mid
| cancel      = RU
| startup    = 8
| active      =
| recovery    =
| hitadv      = -4
| blockadv    = -6
| invul      =
| stun        = 0
| guardDamage =
}}
====rush 2====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_ryo_rush2_ima.png
| hitboxes    = XV_ryo_rush2.png
| damage      = 25
| guard      = Mid
| cancel      = RU
| startup    = 9
| active      =
| recovery    =
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 0
| guardDamage =
}}
===Command normals===
====Hyouchuu Wari====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_6a
| name        = Hyouchuu Wari
| input      = 6A
| images      = XV_ryo_6a_ima.png
| hitboxes    = XV_ryo_6a.png, XV_ryo_6a2.png
| damage      = 70 [55]
| guard      = High [Mid]
| cancel      = super [special, A+C]
| startup    = 22 [15]
| active      = 8
| recovery    = 16 [21]
| hitadv      = -3 [-8]
| blockadv    = -5 [-10]
| invul      =
| stun        = 80
| guardDamage =
}}
====Jyoudan Uke====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_6b
| name        = Jyoudan Uke
| input      = 6B
| images      = XV_ryo_6b_ima.png
| hitboxes    = XV_ryo_6b.png
| damage      =
| guard      =
| cancel      = special
| startup    = 4
| active      = 14 (Parry Window)
| recovery    = 8
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
====Gedan Uke====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_3d
| name        = Gedan Uke
| input      = 3D
| images      = XV_ryo_3d_ima.png
| hitboxes    = XV_ryo_3d.png
| damage      =
| guard      =
| cancel      = special
| startup    = 5
| active      = 8 (Parry Window)
| recovery    = 10
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
====Kizami Duki====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_4a
| name        = Kizami Duki
| input      = 4A
| images      = XV_ryo_4a_ima.png
| hitboxes    = XV_ryo_4a.png
| damage      = 80
| guard      = Mid
| cancel      = super
| startup    = 29
| active      = 5
| recovery    = 16
| hitadv      = +6
| blockadv    = +2
| invul      =
| stun        = 40
| guardDamage = 120
}}
===Blowback===
====Blowback====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cd
| name   = Blowback
| input   = CD
| images   = XV_ryo_cd_ima.png
| hitboxes   = XV_ryo_cd_hb.png
| damage   = 75
| guard   = Mid
| cancel   = command
| startup   = 12
| active   = 5
| recovery   = 19
| hitadv   = Wall Splat - HKD (+76~+92)
| blockadv   = -1
| invul   =
| stun        = 100
| guardDamage = 160
}}
====ShatterStrike====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236cd
| name   = ShatterStrike
| input   = 236CD
| images   = XV_ryo_236cd_ima.png
| hitboxes   = XV_ryo_236cd_hb.png, XV_ryo_236cd2_hb.png
| damage   = 75
| guard   = Mid
| cancel   =
| startup   = 15
| active   = 6
| recovery   = 27
| hitadv   = Crumple - HKD (+93)
| blockadv   = -10
| invul   = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage =
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_ryo_214cd_ima.png
| hitboxes    = XV_ryo_214cd.png, XV_ryo_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
====hop CD====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhcd
| name   = hop CD
| header      = yes
| version   = hop CD
| orderId   = 1
| input   = jh.CD
| images   = XV_ryo_jcd_ima.png
| hitboxes   = XV_ryo_jcd_hb.png
| damage   = 80
| guard   = Mid
| cancel   =
| startup   = 13
| active   = 6
| recovery   = 1 on ground
| hitadv   = SKD
| blockadv   =
| invul   =
| stun        =
| guardDamage = 80
}}
====jump CD====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jcd
| name   = jump CD
| header      = no
| version   = jump CD
| orderId   = 2
| input   = j.CD
| images   = XV_ryo_jcd_ima.png
| hitboxes   = XV_ryo_jcd_hb.png
| damage   = 90
| guard   = Mid
| cancel   =
| startup   = 13
| active   = 7
| recovery   = 1 on ground
| hitadv   = SKD
| blockadv   =
| invul   =
| stun        = 80
| guardDamage =
}}
===Throws===
====Kyokugenryu Sanren Geki====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cthrow
| name        = Kyokugenryu Sanren Geki
| input      = (close) 4/6C
| images      = XV_ryo_cthrow_ima.png
| hitboxes    = XV_ryo_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD(+53)
| blockadv    = Unblockable
| invul      =
| stun        =
| guardDamage =
}}
====Tomoe Nage====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_dthrow
| name        = Tomoe Nage
| input      = (close) 4/6D
| images      = XV_ryo_dthrow_ima.png
| hitboxes    = XV_ryo_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (+42)
| blockadv    = Unblockable
| invul      =
| stun        =
| guardDamage =
}}
==Specials==
===Kohou===
====623A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_623a
| name        = Kohou
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_ryo_623a_ima.png
| hitboxes    = XV_ryo_623a.png, XV_ryo_623a2.png
| damage      = 80
| guard      = Mid
| cancel      = super
| startup    = 4
| active      = 10
| recovery    = 36 (10 on ground)
| hitadv      = SKD (31: Tech / 58: Non-tech)
| blockadv    = -27
| invul      = Full body against non-projectile air moves: 1 to 5 (5 Frames)
| stun        = 80
| guardDamage = 100
}}
====623C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_623c
| name        = Kohou
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_ryo_623a_ima.png
| hitboxes    = XV_ryo_623c.png, XV_ryo_623c2.png, XV_ryo_623c3.png, XV_ryo_623c4.png
| damage      = 125 (90+35)
| guard      = Mid
| cancel      = super(1)
| startup    = 5
| active      = 12
| recovery    = 48 (13 on ground)
| hitadv      = SKD (17: Tech / 44: Non-tech)
| blockadv    = -38
| invul      = Full Body: 1 to 9 (9 Frames)
| stun        = 110 (80+30)
| guardDamage = 130 (100+30)
}}
====623AC====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_623ac
| name        = Kohou
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_ryo_623a_ima.png
| hitboxes    = XV_ryo_623ac.png, XV_ryo_623ac2.png
| damage      = 150
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 13
| recovery    = 43
| hitadv      = SKD (18: Tech / 45: Non-tech)
| blockadv    = -37
| invul      = Full Body: 1 to 9 (9 Frames)
| stun        = 0
| guardDamage = 120
}}
===Ko-Ou Ken===
====236A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236a
| name        = Ko-Ou Ken
| header      = yes
| version    = A
| orderId    = 1
| input      = 236A
| images      = XV_ryo_236a_ima.png
| hitboxes    = XV_ryo_236a.png, XV_ryo_236a2.png
| damage      = 75
| guard      = Mid
| cancel      = super
| startup    = 17
| active      = 6
| recovery    = 20
| hitadv      = SKD (40: Tech / 67: Non-tech)
| blockadv    = -1 (Close) to 2 (Max Range)
| invul      =
| stun        = 80
| guardDamage = 80
}}
====236C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236c
| name        = Ko-Ou Ken
| header      = no
| version    = C
| orderId    = 2
| input      = 236C
| images      = XV_ryo_236a_ima.png
| hitboxes    = XV_ryo_236c.png, XV_ryo_236c2.png
| damage      = 85
| guard      = Mid
| cancel      = super
| startup    = 19
| active      = 9
| recovery    = 19
| hitadv      = SKD (33: Tech / 60: Non-tech)
| blockadv    = -5 (Close) to 3 (Max Range)
| invul      =
| stun        = 80
| guardDamage = 100
}}
====236AC====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236ac
| name        = Ko-Ou Ken
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC
| images      = XV_ryo_236ac_ima.png
| hitboxes    = XV_ryo_236ac.png, XV_ryo_236ac2.png
| damage      = 87 (40+50)
| guard      = Mid
| cancel      =
| startup    = 15
| active      = Full Screen Projectile
| recovery    = 32
| hitadv      = SKD (42: Tech / 69: Non-tech)
| blockadv    = +1 (Close) to 20 (Max Range)
| invul      =
| stun        =
| guardDamage = 60 (20+40)
}}
===Hien Shipuu Kyaku===
====214B====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214b
| name        = Hien Shipuu Kyaku
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_ryo_214b_ima.png
| hitboxes    = XV_ryo_214b.png
| damage      = 87 (40+50)
| guard      = Mid
| cancel      =
| startup    = 5
| active      = 6
| recovery    = 34
| hitadv      = SKD (13: Tech / 40: Non-tech)
| blockadv    = -20
| invul      =
| stun        = 100 (40+60)
| guardDamage = 120 (60+60)
}}
====214D====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214d
| name        = Hien Shipuu Kyaku
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_ryo_214d_ima.png
| hitboxes    = XV_ryo_214d.png, XV_ryo_214d2.png, XV_ryo_214d3.png
| damage      = 141 (40+50+60)
| guard      = Mid
| cancel      =
| startup    = 14
| active      = 6 (10) 3
| recovery    = 26
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    = -10
| invul      =
| stun        = 120 (40*3)
| guardDamage = 180 (60+60+60)
}}
====214BD====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214bd
| name        = Hien Shipuu Kyaku
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_ryo_214b_ima.png
| hitboxes    = XV_ryo_214bd.png, XV_ryo_214bd2.png, XV_ryo_214bd3.png
| damage      = 113 (30+50+40)
| guard      = Mid
| cancel      =
| startup    = 7
| active      = 2 (2) 4 (9) 4
| recovery    = 28
| hitadv      = SKD (36: Tech* / 75: Non-tech)
| blockadv    = -13
| invul      =
| stun        = 0
| guardDamage = 160 (60+40+60)
}}
===Zanretsuken===
====646A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_646a
| name        = Zanretsuken
| header      = yes
| version    = A
| orderId    = 1
| input      = 646A
| images      = XV_ryo_646a_ima.png
| hitboxes    = XV_ryo_646a.png, XV_ryo_646a2.png, XV_ryo_646a3.png
| damage      = 168 (0+12*9+60)
| guard      = Mid
| cancel      = super(11)
| startup    = 8
| active      = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1
| recovery    = 28
| hitadv      = HKD (69)
| blockadv    = -41~-29
| invul      =
| stun        = 0
| guardDamage =
}}
====646C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_646c
| name        = Zanretsuken
| header      = no
| version    = C
| orderId    = 2
| input      = 646C
| images      = XV_ryo_646a_ima.png
| hitboxes    = XV_ryo_646a.png, XV_ryo_646a2.png, XV_ryo_646a3.png
| damage      = 128 (0+12*9+20)
| guard      = Mid
| cancel      = super(11)
| startup    = 18
| active      = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1
| recovery    = 28
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    = -38~-26
| invul      =
| stun        = 0
| guardDamage =
}}
====646AC====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_646ac
| name        = Zanretsuken
| header      = no
| version    = AC
| orderId    = 3
| input      = 646AC
| images      = XV_ryo_646a_ima.png
| hitboxes    = XV_ryo_646ac.png, XV_ryo_646ac2.png, XV_ryo_646ac3.png
| damage      = 158 (0+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*4)+(14*2)+40)
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1
| recovery    = 28
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    = -62~-46
| invul      =
| stun        = 0
| guardDamage =
}}
==Supers==
===Haoh Shoukou Ken===
====641236A/C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_641236p
| name        = Haoh Shoukou Ken
| header      = yes
| version    = A or C
| orderId    = 1
| input      = 641236A/C
| images      = XV_ryo_641236p_ima.png
| hitboxes    = XV_ryo_641236p.png, XV_ryo_641236p2.png
| damage      = 180
| guard      = Mid
| cancel      = advanced, climax
| startup    = 19
| active      = Full Screen Projectile
| recovery    = 57
| hitadv      = HKD (+35)
| blockadv    = -27 (Close) to 13 (Max Range)
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage =
}}
====641236AC====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_641236ac
| name        = Haoh Shoukou Ken
| header      = no
| version    = AC
| orderId    = 2
| input      = 641236AC
| images      = XV_ryo_641236p_ima.png
| hitboxes    = XV_ryo_641236ac.png, XV_ryo_641236ac2.png
| damage      = 320
| guard      = Mid
| cancel      = climax
| startup    = 13
| active      = Full Screen Projectile
| recovery    = 50
| hitadv      = HKD(+64)
| blockadv    = -20 (Close) to -6 (Max Range)
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage =
}}
===Ryuuko Ranbu===
====2363214A====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214a
| name        = Ryuuko Ranbu
| header      = yes
| version    = A
| orderId    = 1
| input      = 2363214A
| images      = XV_ryo_2363214p_ima.png
| hitboxes    = XV_ryo_2363214p.png
| damage      = 200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 10
| active      = 20
| recovery    = 22
| hitadv      = HKD(+47)
| blockadv    = -29
| invul      = Full Body: 1 to 5 (5 Frames)
| stun        = 0
| guardDamage =
}}
====2363214C====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214c
| name        = Ryuuko Ranbu
| header      = no
| version    = C
| orderId    = 2
| input      = 2363214C
| images      = XV_ryo_2363214p_ima.png
| hitboxes    = XV_ryo_2363214p.png
| damage      = 200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 12
| active      = 20
| recovery    = 22
| hitadv      = HKD(+47)
| blockadv    = -29
| invul      = Full Body: 1 to 5 (5 Frames)
| stun        = 0
| guardDamage =
}}
====2363214AC====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214ac
| name        = Ryuuko Ranbu
| header      = no
| version    = AC
| orderId    = 3
| input      = 2363214AC
| images      = XV_ryo_2363214p_ima.png
| hitboxes    = XV_ryo_2363214ac.png, XV_ryo_2363214ac2.png
| damage      = 330 (0 + 10*3 + 15 + 10 + 15*2 + 10 + 15 + 10 + 15 + 10 + 15 + 10 + 30*2 + 100)
| guard      = Mid
| cancel      = climax (1~15,18)
| startup    = 10
| active      = 21
| recovery    = 21
| hitadv      = HKD(+44)
| blockadv    = -9
| invul      = Full Body: 1 to 17 (17 Frames)
| stun        = 0
| guardDamage =
}}
===Climax super===
====2141236CD====
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2141236cd
| name        = Shin • Tenchi Haoh Ken
| input      = 2141236CD
| images      = XV_ryo_2141236cd_ima.png
| hitboxes    = XV_ryo_2141236cd.png
| damage      = 450 Min:270
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 3
| recovery    = 60
| hitadv      = HKD(+3)
| blockadv    = Guard Crush (-14)
| invul      = Full Body: 1 to 14 (14 Frames)
| stun        = 0
| guardDamage =
}}
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 00:45, 6 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Ryo Sakazaki
ryo_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
25Midcommand438+4+2-3060


cl.B

Ryo Sakazaki
ryo_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
30Midcommand537+5+3-3060


cl.C

Ryo Sakazaki
ryo_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
70Midcommand4614+1-1-70120


cl.D

Ryo Sakazaki
ryo_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
80Lowcommand6818-5-7-70120


Far Standing Normals

st.A

Ryo Sakazaki
ryo_sta
st.A
st.A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand566+3+1-3060


st.B

Ryo Sakazaki
ryo_stb
st.B
st.B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper6311+1-1-3060


st.C

Ryo Sakazaki
ryo_stc
st.C
st.C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial85160-2-70120


st.D

Ryo Sakazaki
ryo_std
st.D
st.D
stand D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10618-3-5-70120


Crouch Normals

cr.A

Ryo Sakazaki
ryo_cra
cr.A
cr.A
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
25Midcommand438+4+2-3060


cr.B

Ryo Sakazaki
ryo_crb
cr.B
cr.B
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
15Lowsuper5310+20-1530


cr.C

Ryo Sakazaki
ryo_crc
cr.C
cr.C
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
70Midcommand4524-8-10-70120


cr.D

Ryo Sakazaki
ryo_crd
cr.D
cr.D
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
80Lowcommand9519SKD (25: Tech / 52: Non-tech)-5-70120


jump normals

hop A

Ryo Sakazaki
ryo_jha
jh.A
jh.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-5101 on ground---3050


jump A

Ryo Sakazaki
ryo_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-5101 on ground---3060


hop B

Ryo Sakazaki
ryo_jhb
jh.B
jh.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-581 on ground---3050


jump B

Ryo Sakazaki
ryo_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-5101 on ground---3060



hop C

Ryo Sakazaki
ryo_jhc
jh.C
jh.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-641 on ground---70100


jump C

Ryo Sakazaki
ryo_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-651 on ground---70120


hop D

Ryo Sakazaki
ryo_jhd
jh.D
jh.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

Ryo Sakazaki
ryo_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


rush moves

rush 1

Ryo Sakazaki
ryo_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
25MidRU8---4-6-0-


rush 2

Ryo Sakazaki
ryo_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
25MidRU9---5-7-0-


Command normals

Hyouchuu Wari

Ryo Sakazaki
ryo_6a
6A
6A
Hyouchuu Wari

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 [55]High [Mid]super [special, A+C]22 [15]816 [21]-3 [-8]-5 [-10]-80-


Jyoudan Uke

Ryo Sakazaki
ryo_6b
6B
6B
Jyoudan Uke
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
--special414 (Parry Window)8-----


Gedan Uke

Ryo Sakazaki
ryo_3d
3D
3D
Gedan Uke
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
--special58 (Parry Window)10-----


Kizami Duki

Ryo Sakazaki
ryo_4a
4A
4A
Kizami Duki
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
80Midsuper29516+6+2-40120


Blowback

Blowback

Ryo Sakazaki
ryo_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
75Midcommand12519Wall Splat - HKD (+76~+92)-1-100160


ShatterStrike

Ryo Sakazaki
ryo_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-15627Crumple - HKD (+93)-10Armor: 4 to 14 (11 frames)0-


AdvanceStrike

Ryo Sakazaki
ryo_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

Ryo Sakazaki
ryo_jhcd
jh.CD
jh.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-1361 on groundSKD---80


jump CD

Ryo Sakazaki
ryo_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-1371 on groundSKD--80-


Throws

Kyokugenryu Sanren Geki

Ryo Sakazaki
ryo_cthrow
(close) 4/6C
(close) 4/6C
Kyokugenryu Sanren Geki
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(+53)Unblockable---


Tomoe Nage

Ryo Sakazaki
ryo_dthrow
(close) 4/6D
(close) 4/6D
Tomoe Nage
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 (+42)Unblockable---


Specials

Kohou

623A

Ryo Sakazaki
ryo_623a
623A
623A
Kohou

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
80Midsuper41036 (10 on ground)SKD (31: Tech / 58: Non-tech)-27Full body against non-projectile air moves: 1 to 5 (5 Frames)80100


623C

Ryo Sakazaki
ryo_623c
623C
623C
Kohou



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
125 (90+35)Midsuper(1)51248 (13 on ground)SKD (17: Tech / 44: Non-tech)-38Full Body: 1 to 9 (9 Frames)110 (80+30)130 (100+30)


623AC

Ryo Sakazaki
ryo_623ac
623AC
623AC
Kohou

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
150Mid-41343SKD (18: Tech / 45: Non-tech)-37Full Body: 1 to 9 (9 Frames)0120


Ko-Ou Ken

236A

Ryo Sakazaki
ryo_236a
236A
236A
Ko-Ou Ken

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
75Midsuper17620SKD (40: Tech / 67: Non-tech)-1 (Close) to 2 (Max Range)-8080


236C

Ryo Sakazaki
ryo_236c
236C
236C
Ko-Ou Ken

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
85Midsuper19919SKD (33: Tech / 60: Non-tech)-5 (Close) to 3 (Max Range)-80100


236AC

Ryo Sakazaki
ryo_236ac
236AC
236AC
Ko-Ou Ken

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
87 (40+50)Mid-15Full Screen Projectile32SKD (42: Tech / 69: Non-tech)+1 (Close) to 20 (Max Range)--60 (20+40)


Hien Shipuu Kyaku

214B

Ryo Sakazaki
ryo_214b
214B
214B
Hien Shipuu Kyaku
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
87 (40+50)Mid-5634SKD (13: Tech / 40: Non-tech)-20-100 (40+60)120 (60+60)


214D

Ryo Sakazaki
ryo_214d
214D
214D
Hien Shipuu Kyaku


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
141 (40+50+60)Mid-146 (10) 326SKD (36: Tech / 63: Non-tech)-10-120 (40*3)180 (60+60+60)


214BD

Ryo Sakazaki
ryo_214bd
214BD
214BD
Hien Shipuu Kyaku


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
113 (30+50+40)Mid-72 (2) 4 (9) 428SKD (36: Tech* / 75: Non-tech)-13-0160 (60+40+60)


Zanretsuken

646A

Ryo Sakazaki
ryo_646a
646A
646A
Zanretsuken


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
168 (0+12*9+60)Midsuper(11)81 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 128HKD (69)-41~-29-0-


646C

Ryo Sakazaki
ryo_646c
646C
646C
Zanretsuken


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
128 (0+12*9+20)Midsuper(11)181 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 128SKD (36: Tech / 63: Non-tech)-38~-26-0-


646AC

Ryo Sakazaki
ryo_646ac
646AC
646AC
Zanretsuken


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
158 (0+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*4)+(14*2)+40)Mid-151 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 128SKD (36: Tech / 63: Non-tech)-62~-46-0-


Supers

Haoh Shoukou Ken

641236A/C

Ryo Sakazaki
ryo_641236p
641236A/C
641236A/C
Haoh Shoukou Ken

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
180Midadvanced, climax19Full Screen Projectile57HKD (+35)-27 (Close) to 13 (Max Range)Full Body: 1 to 3 (3 Frames)0-


641236AC

Ryo Sakazaki
ryo_641236ac
641236AC
641236AC
Haoh Shoukou Ken

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
320Midclimax13Full Screen Projectile50HKD(+64)-20 (Close) to -6 (Max Range)Full Body: 1 (1 Frame)0-


Ryuuko Ranbu

2363214A

Ryo Sakazaki
ryo_2363214a
2363214A
2363214A
Ryuuko Ranbu
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
200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120)Midadvanced, climax102022HKD(+47)-29Full Body: 1 to 5 (5 Frames)0-


2363214C

Ryo Sakazaki
ryo_2363214c
2363214C
2363214C
Ryuuko Ranbu
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
200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120)Midadvanced, climax122022HKD(+47)-29Full Body: 1 to 5 (5 Frames)0-


2363214AC

Ryo Sakazaki
ryo_2363214ac
2363214AC
2363214AC
Ryuuko Ranbu

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 (0 + 10*3 + 15 + 10 + 15*2 + 10 + 15 + 10 + 15 + 10 + 15 + 10 + 30*2 + 100)Midclimax (1~15,18)102121HKD(+44)-9Full Body: 1 to 17 (17 Frames)0-


Climax super

2141236CD

Ryo Sakazaki
ryo_2141236cd
2141236CD
2141236CD
Shin • Tenchi Haoh Ken
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
450 Min:270Mid-13360HKD(+3)Guard Crush (-14)Full Body: 1 to 14 (14 Frames)0-