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The King of Fighters XV/Ryo Sakazaki/Data: Difference between revisions
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Line 6: | Line 6: | ||
| input = cl.A | | input = cl.A | ||
| images = XV_ryo_cla_ima.png | | images = XV_ryo_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_cla_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = 8 | | recovery = 8 | ||
Line 25: | Line 25: | ||
| input = cl.B | | input = cl.B | ||
| images = XV_ryo_clb_ima.png | | images = XV_ryo_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_clb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 44: | Line 44: | ||
| input = cl.C | | input = cl.C | ||
| images = XV_ryo_clc_ima.png | | images = XV_ryo_clc_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_clc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_ryo_cld_ima.png | | images = XV_ryo_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_cld_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 83: | Line 83: | ||
| input = st.A | | input = st.A | ||
| images = XV_Ryo_st.A_ima.png | | images = XV_Ryo_st.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_st.A_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 102: | Line 102: | ||
| input = st.B | | input = st.B | ||
| images = XV_Ryo_st.B_ima.png | | images = XV_Ryo_st.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_st.B_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 121: | Line 121: | ||
| input = st.C | | input = st.C | ||
| images = XV_Ryo_st.C_ima.png | | images = XV_Ryo_st.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_st.C_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 140: | Line 140: | ||
| input = st.D | | input = st.D | ||
| images = XV_Ryo_st.D_ima.png | | images = XV_Ryo_st.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_st.D_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 160: | Line 160: | ||
| input = cr.A | | input = cr.A | ||
| images = XV_Ryo_cr.A_ima.png | | images = XV_Ryo_cr.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_2A_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 179: | Line 179: | ||
| input = cr.B | | input = cr.B | ||
| images = XV_Ryo_cr.B_ima.png | | images = XV_Ryo_cr.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_2B_hb.png | ||
| damage = 15 | | damage = 15 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 10 | ||
| hitadv = + | | hitadv = +2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = 15 | | stun = 15 | ||
Line 198: | Line 198: | ||
| input = cr.C | | input = cr.C | ||
| images = XV_Ryo_cr.C_ima.png | | images = XV_Ryo_cr.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_2C_hb.png, XV_Ryo_2C2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 217: | Line 217: | ||
| input = cr.D | | input = cr.D | ||
| images = XV_Ryo_cr.D_ima.png | | images = XV_Ryo_cr.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Ryo_2D_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 224: | Line 224: | ||
| active = 5 | | active = 5 | ||
| recovery = 19 | | recovery = 19 | ||
| hitadv = | | hitadv = SKD (25: Tech / 52: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
Line 240: | Line 240: | ||
| input = jh.A | | input = jh.A | ||
| images = XV_ryo_ja_ima.png | | images = XV_ryo_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_ha_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 246: | Line 246: | ||
| startup = 5 | | startup = 5 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 261: | Line 261: | ||
| input = j.A | | input = j.A | ||
| images = XV_ryo_ja_ima.png | | images = XV_ryo_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_ja_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 267: | Line 267: | ||
| startup = 5 | | startup = 5 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 283: | Line 283: | ||
| input = jh.B | | input = jh.B | ||
| images = XV_ryo_jb_ima.png | | images = XV_ryo_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_hb_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 289: | Line 289: | ||
| startup = 5 | | startup = 5 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 304: | Line 304: | ||
| input = j.B | | input = j.B | ||
| images = XV_ryo_jb_ima.png | | images = XV_ryo_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_jb_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 310: | Line 310: | ||
| startup = 5 | | startup = 5 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 327: | Line 327: | ||
| input = jh.C | | input = jh.C | ||
| images = XV_ryo_jc_ima.png | | images = XV_ryo_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_hc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 333: | Line 333: | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 348: | Line 348: | ||
| input = j.C | | input = j.C | ||
| images = XV_ryo_jc_ima.png | | images = XV_ryo_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 354: | Line 354: | ||
| startup = 6 | | startup = 6 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 369: | Line 369: | ||
| input = jh.D | | input = jh.D | ||
| images = XV_ryo_jd_ima.png | | images = XV_ryo_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_hd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 375: | Line 375: | ||
| startup = 7 | | startup = 7 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 391: | Line 391: | ||
| input = j.D | | input = j.D | ||
| images = XV_ryo_jd_ima.png | | images = XV_ryo_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 397: | Line 397: | ||
| startup = 7 | | startup = 7 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 456: | Line 456: | ||
| input = 6A | | input = 6A | ||
| images = XV_ryo_6a_ima.png | | images = XV_ryo_6a_ima.png | ||
| hitboxes = XV_ryo_6a.png | | hitboxes = XV_ryo_6a.png, XV_ryo_6a2.png | ||
| damage = 70 | | damage = 70 [55] | ||
| guard = | | guard = High [Mid] | ||
| cancel = super | | cancel = super [special, A+C] | ||
| startup = 22 [15] | | startup = 22 [15] | ||
| active = 8 | | active = 8 | ||
| recovery = 16 [21] | | recovery = 16 [21] | ||
| hitadv = -3 | | hitadv = -3 [-8] | ||
| blockadv = -5 | | blockadv = -5 [-10] | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
Line 480: | Line 480: | ||
| cancel = special | | cancel = special | ||
| startup = 4 | | startup = 4 | ||
| active = 14 | | active = 14 (Parry Window) | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 497: | Line 497: | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = special | ||
| startup = 5 | | startup = 5 | ||
| active = 8 | | active = 8 (Parry Window) | ||
| recovery = 10 | | recovery = 10 | ||
| hitadv = | | hitadv = | ||
Line 533: | Line 533: | ||
| input = CD | | input = CD | ||
| images = XV_ryo_cd_ima.png | | images = XV_ryo_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_cd_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
Line 540: | Line 540: | ||
| active = 5 | | active = 5 | ||
| recovery = 19 | | recovery = 19 | ||
| hitadv = Wall Splat (+76~+92) | | hitadv = Wall Splat - HKD (+76~+92) | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
Line 552: | Line 552: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_ryo_236cd_ima.png | | images = XV_ryo_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_236cd_hb.png, XV_ryo_236cd2_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
Line 559: | Line 559: | ||
| active = 6 | | active = 6 | ||
| recovery = 27 | | recovery = 27 | ||
| hitadv = Crumple (+93) | | hitadv = Crumple - HKD (+93) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | 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==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhcd | {{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhcd | ||
Line 573: | Line 593: | ||
| input = jh.CD | | input = jh.CD | ||
| images = XV_ryo_jcd_ima.png | | images = XV_ryo_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_jcd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 579: | Line 599: | ||
| startup = 13 | | startup = 13 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 586: | Line 606: | ||
| guardDamage = 80 | | guardDamage = 80 | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jcd | {{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jcd | ||
| name = jump CD | | name = jump CD | ||
| header = | | header = no | ||
| version = jump CD | | version = jump CD | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.CD | | input = j.CD | ||
| images = XV_ryo_jcd_ima.png | | images = XV_ryo_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_jcd_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
Line 600: | Line 621: | ||
| startup = 13 | | startup = 13 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 607: | Line 628: | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
Line 622: | Line 642: | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = HKD(+53) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = | ||
Line 639: | Line 659: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (+42) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = | ||
Line 658: | Line 678: | ||
| input = 623A | | input = 623A | ||
| images = XV_ryo_623a_ima.png | | images = XV_ryo_623a_ima.png | ||
| hitboxes = XV_ryo_623a.png | | hitboxes = XV_ryo_623a.png, XV_ryo_623a2.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 664: | Line 684: | ||
| startup = 4 | | startup = 4 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 36 (10 on ground) | ||
| hitadv = | | hitadv = SKD (31: Tech / 58: Non-tech) | ||
| blockadv = - | | blockadv = -27 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 5 (5 Frames) | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = 100 | | guardDamage = 100 | ||
Line 680: | Line 700: | ||
| input = 623C | | input = 623C | ||
| images = XV_ryo_623a_ima.png | | images = XV_ryo_623a_ima.png | ||
| hitboxes = XV_ryo_623c.png | | hitboxes = XV_ryo_623c.png, XV_ryo_623c2.png, XV_ryo_623c3.png, XV_ryo_623c4.png | ||
| damage = 125 (90+35) | | damage = 125 (90+35) | ||
| guard = Mid | | guard = Mid | ||
Line 687: | Line 707: | ||
| active = 12 | | active = 12 | ||
| recovery = 48 (13 on ground) | | recovery = 48 (13 on ground) | ||
| hitadv = | | hitadv = SKD (17: Tech / 44: Non-tech) | ||
| blockadv = -38 | | blockadv = -38 | ||
| invul = Full Body: 1 to 9 (9 Frames) | | invul = Full Body: 1 to 9 (9 Frames) | ||
Line 702: | Line 722: | ||
| input = 623AC | | input = 623AC | ||
| images = XV_ryo_623a_ima.png | | images = XV_ryo_623a_ima.png | ||
| hitboxes = XV_ryo_623ac.png | | hitboxes = XV_ryo_623ac.png, XV_ryo_623ac2.png | ||
| damage = 150 | | damage = 150 | ||
| guard = Mid | | guard = Mid | ||
Line 709: | Line 729: | ||
| active = 13 | | active = 13 | ||
| recovery = 43 | | recovery = 43 | ||
| hitadv = | | hitadv = SKD (18: Tech / 45: Non-tech) | ||
| blockadv = -37 | | blockadv = -37 | ||
| invul = Full Body: 1 to 9 (9 Frames) | | invul = Full Body: 1 to 9 (9 Frames) | ||
Line 725: | Line 745: | ||
| input = 236A | | input = 236A | ||
| images = XV_ryo_236a_ima.png | | images = XV_ryo_236a_ima.png | ||
| hitboxes = XV_ryo_236a.png | | hitboxes = XV_ryo_236a.png, XV_ryo_236a2.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
Line 732: | Line 752: | ||
| active = 6 | | active = 6 | ||
| recovery = 20 | | recovery = 20 | ||
| hitadv = | | hitadv = SKD (40: Tech / 67: Non-tech) | ||
| blockadv = -1 | | blockadv = -1 (Close) to 2 (Max Range) | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
Line 747: | Line 767: | ||
| input = 236C | | input = 236C | ||
| images = XV_ryo_236a_ima.png | | images = XV_ryo_236a_ima.png | ||
| hitboxes = XV_ryo_236c.png | | hitboxes = XV_ryo_236c.png, XV_ryo_236c2.png | ||
| damage = 85 | | damage = 85 | ||
| guard = Mid | | guard = Mid | ||
Line 754: | Line 774: | ||
| active = 9 | | active = 9 | ||
| recovery = 19 | | recovery = 19 | ||
| hitadv = | | hitadv = SKD (33: Tech / 60: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 (Close) to 3 (Max Range) | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
Line 769: | Line 789: | ||
| input = 236AC | | input = 236AC | ||
| images = XV_ryo_236ac_ima.png | | images = XV_ryo_236ac_ima.png | ||
| hitboxes = XV_ryo_236ac.png | | hitboxes = XV_ryo_236ac.png, XV_ryo_236ac2.png | ||
| damage = 87 (40+50) | | damage = 87 (40+50) | ||
| guard = Mid | | guard = Mid | ||
Line 776: | Line 796: | ||
| active = Full Screen Projectile | | active = Full Screen Projectile | ||
| recovery = 32 | | recovery = 32 | ||
| hitadv = | | hitadv = SKD (42: Tech / 69: Non-tech) | ||
| blockadv = +1 | | blockadv = +1 (Close) to 20 (Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = | ||
Line 799: | Line 819: | ||
| active = 6 | | active = 6 | ||
| recovery = 34 | | recovery = 34 | ||
| hitadv = | | hitadv = SKD (13: Tech / 40: Non-tech) | ||
| blockadv = -20 | | blockadv = -20 | ||
| invul = | | invul = | ||
Line 814: | Line 834: | ||
| input = 214D | | input = 214D | ||
| images = XV_ryo_214d_ima.png | | images = XV_ryo_214d_ima.png | ||
| hitboxes = XV_ryo_214d.png | | hitboxes = XV_ryo_214d.png, XV_ryo_214d2.png, XV_ryo_214d3.png | ||
| damage = 141 (40+50+60) | | damage = 141 (40+50+60) | ||
| guard = Mid | | guard = Mid | ||
Line 821: | Line 841: | ||
| active = 6 (10) 3 | | active = 6 (10) 3 | ||
| recovery = 26 | | recovery = 26 | ||
| hitadv = | | hitadv = SKD (36: Tech / 63: Non-tech) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
Line 836: | Line 856: | ||
| input = 214BD | | input = 214BD | ||
| images = XV_ryo_214b_ima.png | | images = XV_ryo_214b_ima.png | ||
| hitboxes = XV_ryo_214bd.png | | hitboxes = XV_ryo_214bd.png, XV_ryo_214bd2.png, XV_ryo_214bd3.png | ||
| damage = 113 (30+50+40) | | damage = 113 (30+50+40) | ||
| guard = Mid | | guard = Mid | ||
Line 843: | Line 863: | ||
| active = 2 (2) 4 (9) 4 | | active = 2 (2) 4 (9) 4 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = | | hitadv = SKD (36: Tech* / 75: Non-tech) | ||
| blockadv = -13 | | blockadv = -13 | ||
| invul = | | invul = | ||
Line 859: | Line 879: | ||
| input = 646A | | input = 646A | ||
| images = XV_ryo_646a_ima.png | | images = XV_ryo_646a_ima.png | ||
| hitboxes = XV_ryo_646a.png | | hitboxes = XV_ryo_646a.png, XV_ryo_646a2.png, XV_ryo_646a3.png | ||
| damage = | | damage = 168 (0+12*9+60) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super(11) | | cancel = super(11) | ||
Line 866: | Line 886: | ||
| active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 | | active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = | | hitadv = HKD (69) | ||
| blockadv = -41~-29 | | blockadv = -41~-29 | ||
| invul = | | invul = | ||
Line 881: | Line 901: | ||
| input = 646C | | input = 646C | ||
| images = XV_ryo_646a_ima.png | | images = XV_ryo_646a_ima.png | ||
| hitboxes = | | hitboxes = XV_ryo_646a.png, XV_ryo_646a2.png, XV_ryo_646a3.png | ||
| damage = | | damage = 128 (0+12*9+20) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super(11) | | cancel = super(11) | ||
Line 888: | Line 908: | ||
| active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 | | active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = | | hitadv = SKD (36: Tech / 63: Non-tech) | ||
| blockadv = -38~-26 | | blockadv = -38~-26 | ||
| invul = | | invul = | ||
Line 903: | Line 923: | ||
| input = 646AC | | input = 646AC | ||
| images = XV_ryo_646a_ima.png | | images = XV_ryo_646a_ima.png | ||
| hitboxes = XV_ryo_646ac.png | | hitboxes = XV_ryo_646ac.png, XV_ryo_646ac2.png, XV_ryo_646ac3.png | ||
| damage = 158 ( | | damage = 158 (0+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*4)+(14*2)+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
Line 910: | Line 930: | ||
| 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 | | 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 | | recovery = 28 | ||
| hitadv = | | hitadv = SKD (36: Tech / 63: Non-tech) | ||
| blockadv = -62~-46 | | blockadv = -62~-46 | ||
| invul = | | invul = | ||
Line 927: | Line 947: | ||
| input = 641236A/C | | input = 641236A/C | ||
| images = XV_ryo_641236p_ima.png | | images = XV_ryo_641236p_ima.png | ||
| hitboxes = XV_ryo_641236p.png | | hitboxes = XV_ryo_641236p.png, XV_ryo_641236p2.png | ||
| damage = 180 | | damage = 180 | ||
| guard = Mid | | guard = Mid | ||
Line 934: | Line 954: | ||
| active = Full Screen Projectile | | active = Full Screen Projectile | ||
| recovery = 57 | | recovery = 57 | ||
| hitadv = | | hitadv = HKD (+35) | ||
| blockadv = -27 | | blockadv = -27 (Close) to 13 (Max Range) | ||
| invul = Full Body: 1 to 3 (3 Frames) | | invul = Full Body: 1 to 3 (3 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 949: | Line 969: | ||
| input = 641236AC | | input = 641236AC | ||
| images = XV_ryo_641236p_ima.png | | images = XV_ryo_641236p_ima.png | ||
| hitboxes = XV_ryo_641236ac.png | | hitboxes = XV_ryo_641236ac.png, XV_ryo_641236ac2.png | ||
| damage = 320 | | damage = 320 | ||
| guard = Mid | | guard = Mid | ||
Line 956: | Line 976: | ||
| active = Full Screen Projectile | | active = Full Screen Projectile | ||
| recovery = 50 | | recovery = 50 | ||
| hitadv = | | hitadv = HKD(+64) | ||
| blockadv = -20 | | blockadv = -20 (Close) to -6 (Max Range) | ||
| invul = Full Body: 1 (1 Frame) | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
Line 964: | Line 984: | ||
===Ryuuko Ranbu=== | ===Ryuuko Ranbu=== | ||
====2363214A | ====2363214A==== | ||
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = | {{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214a | ||
| name = Ryuuko Ranbu | | name = Ryuuko Ranbu | ||
| header = yes | | header = yes | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 2363214A | | 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 | | images = XV_ryo_2363214p_ima.png | ||
| hitboxes = XV_ryo_2363214p.png | | hitboxes = XV_ryo_2363214p.png | ||
Line 979: | Line 1,021: | ||
| active = 20 | | active = 20 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = | | hitadv = HKD(+47) | ||
| blockadv = - | | blockadv = -29 | ||
| invul = Full Body: 1 to 5 (5 Frames) | | invul = Full Body: 1 to 5 (5 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 991: | Line 1,033: | ||
| header = no | | header = no | ||
| version = AC | | version = AC | ||
| orderId = | | orderId = 3 | ||
| input = 2363214AC | | input = 2363214AC | ||
| images = XV_ryo_2363214p_ima.png | | images = XV_ryo_2363214p_ima.png | ||
| hitboxes = XV_ryo_2363214ac.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) | | damage = 330 (0 + 10*3 + 15 + 10 + 15*2 + 10 + 15 + 10 + 15 + 10 + 15 + 10 + 30*2 + 100) | ||
| guard = Mid | | guard = Mid | ||
Line 1,001: | Line 1,043: | ||
| active = 21 | | active = 21 | ||
| recovery = 21 | | recovery = 21 | ||
| hitadv = | | hitadv = HKD(+44) | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = Full Body: 1 to 17 (17 Frames) | | invul = Full Body: 1 to 17 (17 Frames) | ||
Line 1,015: | Line 1,057: | ||
| images = XV_ryo_2141236cd_ima.png | | images = XV_ryo_2141236cd_ima.png | ||
| hitboxes = XV_ryo_2141236cd.png | | hitboxes = XV_ryo_2141236cd.png | ||
| damage = | | damage = 450 Min:270 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
Line 1,021: | Line 1,063: | ||
| active = 3 | | active = 3 | ||
| recovery = 60 | | recovery = 60 | ||
| hitadv = | | hitadv = HKD(+3) | ||
| blockadv = Guard Crush (-14) | | blockadv = Guard Crush (-14) | ||
| invul = Full Body: 1 to 14 (14 Frames) | | invul = Full Body: 1 to 14 (14 Frames) |
Latest revision as of 00:45, 6 September 2024
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 3 | 7 | +5 | +3 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 4 | 6 | 14 | +1 | -1 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 6 | 8 | 18 | -5 | -7 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 6 | 6 | +3 | +1 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 6 | 3 | 11 | +1 | -1 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | special | 8 | 5 | 16 | 0 | -2 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 10 | 6 | 18 | -3 | -5 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 5 | 3 | 10 | +2 | 0 | - | 15 | 30 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 4 | 5 | 24 | -8 | -10 | - | 70 | 120 |
cr.D
Ryo Sakazaki ryo_crd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 9 | 5 | 19 | SKD (25: Tech / 52: Non-tech) | -5 | - | 70 | 120 |
jump normals
hop A
Ryo Sakazaki ryo_jha | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 50 |
jump A
Ryo Sakazaki ryo_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop B
Ryo Sakazaki ryo_jhb | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
Ryo Sakazaki ryo_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop C
Ryo Sakazaki ryo_jhc | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 4 | 1 on ground | - | - | - | 70 | 100 |
jump C
Ryo Sakazaki ryo_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 5 | 1 on ground | - | - | - | 70 | 120 |
hop D
Ryo Sakazaki ryo_jhd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 6 | 1 on ground | - | - | - | 70 | 100 |
jump D
Ryo Sakazaki ryo_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 7 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Ryo Sakazaki ryo_rush1 | ||||||||||
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cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | RU | 8 | - | - | -4 | -6 | - | 0 | - |
rush 2
Ryo Sakazaki ryo_rush2 | ||||||||||
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cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | RU | 9 | - | - | -5 | -7 | - | 0 | - |
Command normals
Hyouchuu Wari
Ryo Sakazaki ryo_6a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 [55] | High [Mid] | super [special, A+C] | 22 [15] | 8 | 16 [21] | -3 [-8] | -5 [-10] | - | 80 | - |
Jyoudan Uke
Ryo Sakazaki ryo_6b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | - | special | 4 | 14 (Parry Window) | 8 | - | - | - | - | - |
Gedan Uke
Ryo Sakazaki ryo_3d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | - | special | 5 | 8 (Parry Window) | 10 | - | - | - | - | - |
Kizami Duki
Ryo Sakazaki ryo_4a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 29 | 5 | 16 | +6 | +2 | - | 40 | 120 |
Blowback
Blowback
Ryo Sakazaki ryo_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | command | 12 | 5 | 19 | Wall Splat - HKD (+76~+92) | -1 | - | 100 | 160 |
ShatterStrike
Ryo Sakazaki ryo_236cd | ||||||||||
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236CD
236CD ShatterStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD (+93) | -10 | Armor: 4 to 14 (11 frames) | 0 | - |
AdvanceStrike
Ryo Sakazaki ryo_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Ryo Sakazaki ryo_jhcd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 13 | 6 | 1 on ground | SKD | - | - | - | 80 |
jump CD
Ryo Sakazaki ryo_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 13 | 7 | 1 on ground | SKD | - | - | 80 | - |
Throws
Kyokugenryu Sanren Geki
Ryo Sakazaki ryo_cthrow | ||||||||||
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(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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD(+53) | Unblockable | - | - | - |
Tomoe Nage
Ryo Sakazaki ryo_dthrow | ||||||||||
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(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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (+42) | Unblockable | - | - | - |
Specials
Kohou
623A
Ryo Sakazaki ryo_623a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 4 | 10 | 36 (10 on ground) | SKD (31: Tech / 58: Non-tech) | -27 | Full body against non-projectile air moves: 1 to 5 (5 Frames) | 80 | 100 |
623C
Ryo Sakazaki ryo_623c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
125 (90+35) | Mid | super(1) | 5 | 12 | 48 (13 on ground) | SKD (17: Tech / 44: Non-tech) | -38 | Full Body: 1 to 9 (9 Frames) | 110 (80+30) | 130 (100+30) |
623AC
Ryo Sakazaki ryo_623ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
150 | Mid | - | 4 | 13 | 43 | SKD (18: Tech / 45: Non-tech) | -37 | Full Body: 1 to 9 (9 Frames) | 0 | 120 |
Ko-Ou Ken
236A
Ryo Sakazaki ryo_236a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | super | 17 | 6 | 20 | SKD (40: Tech / 67: Non-tech) | -1 (Close) to 2 (Max Range) | - | 80 | 80 |
236C
Ryo Sakazaki ryo_236c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
85 | Mid | super | 19 | 9 | 19 | SKD (33: Tech / 60: Non-tech) | -5 (Close) to 3 (Max Range) | - | 80 | 100 |
236AC
Ryo Sakazaki ryo_236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
87 (40+50) | Mid | - | 15 | Full Screen Projectile | 32 | SKD (42: Tech / 69: Non-tech) | +1 (Close) to 20 (Max Range) | - | - | 60 (20+40) |
Hien Shipuu Kyaku
214B
Ryo Sakazaki ryo_214b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
87 (40+50) | Mid | - | 5 | 6 | 34 | SKD (13: Tech / 40: Non-tech) | -20 | - | 100 (40+60) | 120 (60+60) |
214D
Ryo Sakazaki ryo_214d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
141 (40+50+60) | Mid | - | 14 | 6 (10) 3 | 26 | SKD (36: Tech / 63: Non-tech) | -10 | - | 120 (40*3) | 180 (60+60+60) |
214BD
Ryo Sakazaki ryo_214bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
113 (30+50+40) | Mid | - | 7 | 2 (2) 4 (9) 4 | 28 | SKD (36: Tech* / 75: Non-tech) | -13 | - | 0 | 160 (60+40+60) |
Zanretsuken
646A
Ryo Sakazaki ryo_646a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
168 (0+12*9+60) | Mid | super(11) | 8 | 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 | 28 | HKD (69) | -41~-29 | - | 0 | - |
646C
Ryo Sakazaki ryo_646c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
128 (0+12*9+20) | Mid | super(11) | 18 | 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 | 28 | SKD (36: Tech / 63: Non-tech) | -38~-26 | - | 0 | - |
646AC
Ryo Sakazaki ryo_646ac | ||||||||||
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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 done | Guard 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 | - | 15 | 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 | 28 | SKD (36: Tech / 63: Non-tech) | -62~-46 | - | 0 | - |
Supers
Haoh Shoukou Ken
641236A/C
Ryo Sakazaki ryo_641236p | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
180 | Mid | advanced, climax | 19 | Full Screen Projectile | 57 | HKD (+35) | -27 (Close) to 13 (Max Range) | Full Body: 1 to 3 (3 Frames) | 0 | - |
641236AC
Ryo Sakazaki ryo_641236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
320 | Mid | climax | 13 | Full Screen Projectile | 50 | HKD(+64) | -20 (Close) to -6 (Max Range) | Full Body: 1 (1 Frame) | 0 | - |
Ryuuko Ranbu
2363214A
Ryo Sakazaki ryo_2363214a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120) | Mid | advanced, climax | 10 | 20 | 22 | HKD(+47) | -29 | Full Body: 1 to 5 (5 Frames) | 0 | - |
2363214C
Ryo Sakazaki ryo_2363214c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120) | Mid | advanced, climax | 12 | 20 | 22 | HKD(+47) | -29 | Full Body: 1 to 5 (5 Frames) | 0 | - |
2363214AC
Ryo Sakazaki ryo_2363214ac | ||||||||||
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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 done | Guard 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) | Mid | climax (1~15,18) | 10 | 21 | 21 | HKD(+44) | -9 | Full Body: 1 to 17 (17 Frames) | 0 | - |
Climax super
2141236CD
Ryo Sakazaki ryo_2141236cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
450 Min:270 | Mid | - | 13 | 3 | 60 | HKD(+3) | Guard Crush (-14) | Full Body: 1 to 14 (14 Frames) | 0 | - |