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m fixed raw damage between parenthesis
 
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Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Close Standing Normals===
====close A====
====close A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cla
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cla
Line 7: Line 8:
| hitboxes    = XV_Haohmaru_cla.png
| hitboxes    = XV_Haohmaru_cla.png
| damage      = 25
| damage      = 25
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 5
| recovery    =  
| recovery    = 4
| hitadv      = +5
| hitadv      = +6
| blockadv    = +3
| blockadv    = +4
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 23: Line 24:
| name        = close B
| name        = close B
| input      = cl.B
| input      = cl.B
| images      = XV_Haohmaru_clb_ima.png
| images      = XV_Haohmaru_fb_ima.png
| hitboxes    = XV_Haohmaru_clb.png
| hitboxes    = XV_Haohmaru_clb.png
| damage      = 30
| damage      = 30
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
Line 44: Line 45:
| images      = XV_Haohmaru_clc_ima.png
| images      = XV_Haohmaru_clc_ima.png
| hitboxes    = XV_Haohmaru_clc.png
| hitboxes    = XV_Haohmaru_clc.png
| damage      = 70
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 16
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 61: Line 62:
| name        = close D
| name        = close D
| input      = cl.D
| input      = cl.D
| images      = XV_Haohmaru_cld_ima.png
| images      = XV_Haohmaru_fd_ima.png
| hitboxes    = XV_Haohmaru_cld.png
| hitboxes    = XV_Haohmaru_cld.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 7
| startup    = 7
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
Line 76: Line 77:
}}
}}


===rush 1===
===Far Standing Normals===
====rush 1====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_Haohmaru_rush1_ima.png
| hitboxes    = XV_Haohmaru_rush1.png
| damage      = 48 (25+25)
| guard      =
| cancel      =
| startup    = 4,6
| active      =
| recovery    =
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
 
====rush 2====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_Haohmaru_rush2_ima.png
| hitboxes    = XV_Haohmaru_rush2.png
| damage      = 70 (25+25+25)
| guard      =
| cancel      =
| startup    = 4,6,6
| active      =
| recovery    =
| hitadv      = -8
| blockadv    = -10
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
 
====far A====
====far A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_fa
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_fa
Line 128: Line 85:
| hitboxes    = XV_Haohmaru_fa.png
| hitboxes    = XV_Haohmaru_fa.png
| damage      = 25
| damage      = 25
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 6
| startup    = 6
| active      =  
| active      = 2
| recovery    =  
| recovery    = 15
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
Line 145: Line 102:
| input      = f.B
| input      = f.B
| images      = XV_Haohmaru_fb_ima.png
| images      = XV_Haohmaru_fb_ima.png
| hitboxes    = XV_Haohmaru_fb.png
| hitboxes    = XV_Haohmaru_clb.png
| damage      = 30
| damage      = 30
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
Line 165: Line 122:
| images      = XV_Haohmaru_fc_ima.png
| images      = XV_Haohmaru_fc_ima.png
| hitboxes    = XV_Haohmaru_fc.png
| hitboxes    = XV_Haohmaru_fc.png
| damage      = 70
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 11
| startup    = 11
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
Line 185: Line 142:
| hitboxes    = XV_Haohmaru_fd.png
| hitboxes    = XV_Haohmaru_fd.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 11
| startup    = 11
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
Line 197: Line 154:
}}
}}


===Crouch Normals===
====crouch A====
====crouch A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_2a
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_2a
Line 204: Line 162:
| hitboxes    = XV_Haohmaru_2a.png
| hitboxes    = XV_Haohmaru_2a.png
| damage      = 25
| damage      = 25
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 8
| hitadv      = +3
| hitadv      = +3
| blockadv    = +1
| blockadv    = +1
Line 223: Line 181:
| hitboxes    = XV_Haohmaru_2b.png
| hitboxes    = XV_Haohmaru_2b.png
| damage      = 15
| damage      = 15
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel      =  
| cancel      = super
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      = +2
| hitadv      = +2
| blockadv    = 0
| blockadv    = 0
Line 240: Line 198:
| input      = 2C
| input      = 2C
| images      = XV_Haohmaru_2c_ima.png
| images      = XV_Haohmaru_2c_ima.png
| hitboxes    = XV_Haohmaru_2c.png
| hitboxes    = XV_Haohmaru_2c.png, XV_Haohmaru_2c2.png
| damage      = 90
| damage      = 90
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 12
| startup    = 12
| active      =  
| active      = 3
| recovery    =  
| recovery    = 28
| hitadv      = -10
| hitadv      = -10
| blockadv    = -12
| blockadv    = -12
Line 261: Line 219:
| hitboxes    = XV_Haohmaru_2d.png
| hitboxes    = XV_Haohmaru_2d.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel      =  
| cancel      = super
| startup    = 9
| startup    = 9
| active      =  
| active      = 10
| recovery    =  
| recovery    = 26
| hitadv      = SKD (+13)
| hitadv      = SKD (13: Tech / 40: Non-tech) - Close
| blockadv    = -17
| blockadv    = -17 (Close Range) to -8 (Max Range)
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 273: Line 231:
}}
}}


===Jump Normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_ha
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_ha
Line 283: Line 242:
| hitboxes    = XV_Haohmaru_ha.png
| hitboxes    = XV_Haohmaru_ha.png
| damage      = 40
| damage      = 40
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 305: Line 264:
| hitboxes    = XV_Haohmaru_ja.png
| hitboxes    = XV_Haohmaru_ja.png
| damage      = 45
| damage      = 45
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 327: Line 286:
| hitboxes    = XV_Haohmaru_hb.png
| hitboxes    = XV_Haohmaru_hb.png
| damage      = 40
| damage      = 40
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 349: Line 308:
| hitboxes    = XV_Haohmaru_jb.png
| hitboxes    = XV_Haohmaru_jb.png
| damage      = 45
| damage      = 45
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 370: Line 329:
| images      = XV_Haohmaru_jc_ima.png
| images      = XV_Haohmaru_jc_ima.png
| hitboxes    = XV_Haohmaru_hc.png
| hitboxes    = XV_Haohmaru_hc.png
| damage      = 70
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 2
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 392: Line 351:
| images      = XV_Haohmaru_jc_ima.png
| images      = XV_Haohmaru_jc_ima.png
| hitboxes    = XV_Haohmaru_jc.png
| hitboxes    = XV_Haohmaru_jc.png
| damage      = 70
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 414: Line 373:
| images      = XV_Haohmaru_jd_ima.png
| images      = XV_Haohmaru_jd_ima.png
| hitboxes    = XV_Haohmaru_hd.png
| hitboxes    = XV_Haohmaru_hd.png
| damage      = 70
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 436: Line 395:
| images      = XV_Haohmaru_jd_ima.png
| images      = XV_Haohmaru_jd_ima.png
| hitboxes    = XV_Haohmaru_jd.png
| hitboxes    = XV_Haohmaru_jd.png
| damage      = 70
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 9
| startup    = 9
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 449: Line 408:
}}
}}


===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cd
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cd
Line 456: Line 416:
| hitboxes    = XV_Haohmaru_cd.png
| hitboxes    = XV_Haohmaru_cd.png
| damage      = 75
| damage      = 75
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 14
| startup    = 14
| active      =  
| active      = 3
| recovery    =  
| recovery    = 22
| hitadv      = Wall Splat (+72~+91)
| hitadv      = Wall Splat (+72~+91)
| blockadv    = -2
| blockadv    = -2
Line 473: Line 433:
| input      = 236CD
| input      = 236CD
| images      = XV_Haohmaru_236cd_ima.png
| images      = XV_Haohmaru_236cd_ima.png
| hitboxes    = XV_Haohmaru_236cd.png
| hitboxes    = XV_Haohmaru_236cd.png, XV_Haohmaru_236cd2.png
| damage      = 75
| damage      = 75
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      = +93
| hitadv      = Crumple - HKD (93)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_Haohmaru_214cd_ima.png
| hitboxes    = XV_Haohmaru_214cd.png, XV_Haohmaru_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
}}
}}


Line 496: Line 475:
| images      = XV_Haohmaru_jcd_ima.png
| images      = XV_Haohmaru_jcd_ima.png
| hitboxes    = XV_Haohmaru_hcd.png
| hitboxes    = XV_Haohmaru_hcd.png
| damage      = 80
| damage      = 90
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 17
| active      =  
| active      = 4
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 518: Line 497:
| images      = XV_Haohmaru_jcd_ima.png
| images      = XV_Haohmaru_jcd_ima.png
| hitboxes    = XV_Haohmaru_jcd.png
| hitboxes    = XV_Haohmaru_jcd.png
| damage      = 90
| damage      = 100
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 4
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 531: Line 510:
}}
}}


===Rush===
====rush 1====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_Haohmaru_rush1_ima.png
| hitboxes    = XV_Haohmaru_rush1.png
| damage      = 48 (25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====rush 2====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_Haohmaru_rush2_ima.png
| hitboxes    = XV_Haohmaru_rush2.png
| damage      = 70 (25+25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -8
| blockadv    = -10
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
===Throws===
====Adamantine Slash====
====Adamantine Slash====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cthrow
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cthrow
Line 538: Line 563:
| hitboxes    = XV_Haohmaru_cthrow.png
| hitboxes    = XV_Haohmaru_cthrow.png
| damage      = 100
| damage      = 100
| guard      =  
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = +52
| hitadv      = HKD (52)
| blockadv    = -
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 557: Line 582:
| hitboxes    = XV_Haohmaru_dthrow.png
| hitboxes    = XV_Haohmaru_dthrow.png
| damage      = 100
| damage      = 100
| guard      =  
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = +43
| hitadv      = HKD (43)
| blockadv    = -
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 569: Line 594:
}}
}}


===Command Normals===
====Surprise Attack====
====Surprise Attack====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_6a
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_6a
| name        = Surprise Attack
| name        = Surprise Attack
| input      = 6A
| input      = 6A
| images      = XV_Haohmaru_6a_1_ima.png, XV_Haohmaru_6a_2_ima.png
| images      = XV_Haohmaru_6a_ima.png
| hitboxes    = XV_Haohmaru_6a.png
| hitboxes    = XV_Haohmaru_6a.png, XV_Haohmaru_6a2.png
| damage      = 70 [50]
| damage      = 70 [50]
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]
| cancel      =  
| cancel      = super [special]
| startup    = 24 [15]
| startup    = 24 [15]
| active      =  
| active      = 2
| recovery    =  
| recovery    = 19 [24]
| hitadv      = 0 [-5]
| hitadv      = 0 [-5]
| blockadv    = -2 [-7]
| blockadv    = -2 [-7]
| invul      =  
| invul      =  
| stun        = 80 [40]
| stun        = 80 [40]
| guardDamage =  
| guardDamage = 110 [60]
}}
}}


Line 594: Line 620:
| images      = XV_Haohmaru_ac_ima.png
| images      = XV_Haohmaru_ac_ima.png
| hitboxes    = XV_Haohmaru_ac.png
| hitboxes    = XV_Haohmaru_ac.png
| damage      = 180
| damage      = 200
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 21
| startup    = 21
| active      =  
| active      = 4
| recovery    =  
| recovery    = 39
| hitadv      = -3
| hitadv      = -3
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 150
| stun        = 150
| guardDamage =  
| guardDamage = 150
}}
}}


==Specials==
===Crescent Moon Slash===
===Crescent Moon Slash===
====623A====
====623A====
Line 616: Line 643:
| input      = 623A
| input      = 623A
| images      = XV_Haohmaru_623a_ima.png
| images      = XV_Haohmaru_623a_ima.png
| hitboxes    = XV_Haohmaru_623a.png
| hitboxes    = XV_Haohmaru_623a.png, XV_Haohmaru_623a2.png, XV_Haohmaru_623a3.png, XV_Haohmaru_623a4.png
| damage      = 100 (80+20)
| damage      = 100 (80+20)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super (1)
| startup    = 7
| startup    = 5
| active      =  
| active      = 4 (2) 8
| recovery    =  
| recovery    = 38 (20 on ground)
| hitadv      = SKD (+30)
| hitadv      = SKD (30: Tech / 57: Non-tech)
| blockadv    = -30
| blockadv    = -30
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 10 (10 Frames)
| stun        = 100 (80+20)
| stun        = 100 (80+20)
| guardDamage =  
| guardDamage = 80 (60+20)
}}
}}


Line 637: Line 664:
| orderId    = 2
| orderId    = 2
| input      = 623C
| input      = 623C
| images      = XV_Haohmaru_623c_ima.png
| images      = XV_Haohmaru_623a_ima.png
| hitboxes    = XV_Haohmaru_623c.png
| hitboxes    = XV_Haohmaru_623c.png, XV_Haohmaru_623c2.png, XV_Haohmaru_623c3.png, XV_Haohmaru_623c4.png, XV_Haohmaru_623c5.png, XV_Haohmaru_623c6.png
| damage      = 0 (+20+20+10)
| damage      = 150 (100+20+20+10)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super (1)
| startup    = 9
| startup    = 9
| active      =  
| active      = 4 (2) 3 (1) 9
| recovery    =  
| recovery    = 57 (20 on ground)
| hitadv      = SKD (+36)
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    = -50
| blockadv    = -50
| invul      =  
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0 (+30+30+30)
| stun        = 170 (80+30+30+30)
| guardDamage =  
| guardDamage = 170 (80+30+30+30)
}}
}}


Line 659: Line 686:
| orderId    = 4
| orderId    = 4
| input      = 623AC
| input      = 623AC
| images      = XV_Haohmaru_623ac_ima.png
| images      = XV_Haohmaru_623a_ima.png
| hitboxes    = XV_Haohmaru_623ac.png
| hitboxes    = XV_Haohmaru_623ac.png, XV_Haohmaru_623ac2.png, XV_Haohmaru_623ac3.png, XV_Haohmaru_623ac4.png, XV_Haohmaru_623ac5.png
| damage      =  
| damage      = 196 ([100+30+20]+[10+10]+[(7*5)])
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 9 (1) 9
| recovery    =  
| recovery    = 57 (20 on ground)
| hitadv      = SKD (+38)
| hitadv      = SKD (38: Tech / 65: Non-tech)
| blockadv    = -50
| blockadv    = -50
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 190 (100+30*3)
}}
}}


Line 683: Line 710:
| input      = 66623A
| input      = 66623A
| images      = XV_Haohmaru_66623a_ima.png
| images      = XV_Haohmaru_66623a_ima.png
| hitboxes    = XV_Haohmaru_66623a.png
| hitboxes    = XV_Haohmaru_66623a.png, XV_Haohmaru_66623a2.png, XV_Haohmaru_66623a3.png, XV_Haohmaru_66623a4.png
| damage      =  
| damage      = 120 (100+20)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super (1)
| startup    = 5
| startup    = 5
| active      =  
| active      = 4 (2) 8
| recovery    =  
| recovery    = 48 (30 on ground)
| hitadv      = SKD (+30)
| hitadv      = SKD (30: Tech / 57: Non-tech)
| blockadv    = -40
| blockadv    = -40
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 8 (8 Frames)
| stun        =  
| stun        = 80 (60+20)
| guardDamage =  
| guardDamage = 80 (60+20)
}}
}}


Line 704: Line 731:
| orderId    = 2
| orderId    = 2
| input      = 66623C
| input      = 66623C
| images      = XV_Haohmaru_66623c_ima.png
| images      = XV_Haohmaru_66623a_ima.png
| hitboxes    = XV_Haohmaru_66623c.png
| hitboxes    = XV_Haohmaru_66623c.png, XV_Haohmaru_66623c2.png, XV_Haohmaru_66623c3.png, XV_Haohmaru_66623c4.png, XV_Haohmaru_66623c5.png, XV_Haohmaru_66623c6.png
| damage      =  
| damage      = 170 (120+20+20+10)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super (1)
| startup    = 7
| startup    = 7
| active      =  
| active      = 4 (2) 3 (1) 9
| recovery    =  
| recovery    = 67 (30 on ground)
| hitadv      = SKD (+36)
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    = -60
| blockadv    = -60
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 170 (80+30+30+30)
| guardDamage =  
| guardDamage = 170 (80+30+30+30)
}}
}}


Line 726: Line 753:
| orderId    = 4
| orderId    = 4
| input      = 66623AC
| input      = 66623AC
| images      = XV_Haohmaru_66623ac_ima.png
| images      = XV_Haohmaru_66623a_ima.png
| hitboxes    = XV_Haohmaru_66623ac.png
| hitboxes    = XV_Haohmaru_66623ac.png, XV_Haohmaru_66623ac2.png, XV_Haohmaru_66623ac3.png, XV_Haohmaru_66623ac4.png, XV_Haohmaru_66623ac5.png
| damage      =  
| damage      = 216 ([120+30+20]+[10+10]+[5*7])
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 3
| startup    = 3
| active      =  
| active      = 9 (1) 9
| recovery    =  
| recovery    = 67 (30 on ground)
| hitadv      = SKD (+38)
| hitadv      = SKD (38: Tech / 65: Non-tech)
| blockadv    = -60
| blockadv    = -60
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 190 (100+30*3)
}}
}}


Line 750: Line 777:
| input      = 236A
| input      = 236A
| images      = XV_Haohmaru_236a_ima.png
| images      = XV_Haohmaru_236a_ima.png
| hitboxes    = XV_Haohmaru_236a.png
| hitboxes    = XV_Haohmaru_236a.png, XV_Haohmaru_236a2.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 22
| startup    = 22
| active      =  
| active      = Projectile
| recovery    =  
| recovery    = 29
| hitadv      = SKD (+27)
| hitadv      = SKD (27: Tech / 54: Non-tech) - Close
| blockadv    = -5~+21
| blockadv    = -5 (Close Range) to 22 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}


Line 772: Line 799:
| input      = 236C
| input      = 236C
| images      = XV_Haohmaru_236a_ima.png
| images      = XV_Haohmaru_236a_ima.png
| hitboxes    = XV_Haohmaru_236c.png
| hitboxes    = XV_Haohmaru_236c.png, XV_Haohmaru_236c2.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 33
| startup    = 33
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 22
| hitadv      = SKD (+27)
| hitadv      = SKD (27: Tech / 54: Non-tech) - Close
| blockadv    = +2~+24
| blockadv    = 2 (Close Range) to 24 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 40
}}
}}


Line 794: Line 821:
| input      = 236AC
| input      = 236AC
| images      = XV_Haohmaru_236a_ima.png
| images      = XV_Haohmaru_236a_ima.png
| hitboxes    = XV_Haohmaru_236ac.png
| hitboxes    = XV_Haohmaru_236ac.png, XV_Haohmaru_236ac2.png
| damage      = 108 (30+80)
| damage      = 108 (30+120)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 29
| startup    = 21
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 24
| hitadv      = Juggle (+54)
| hitadv      = Juggle - HKD (54) - Close
| blockadv    = 0~+24
| blockadv    = 3 (Close Range) to 24 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 80
}}
}}


===Fake Cyclone Slash===
===Fake Cyclone Slash===
====236A/C~6A====
====236A~AB====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236p_ab
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236p_ab
| name        = Fake Cyclone Slash
| name        = Fake Cyclone Slash
| header      = yes
| header      = yes
| version    = A
| version    = Feint
| orderId    = 1
| orderId    = 1
| input      = 236A/C~AB
| input      = 236P~AB
| images      = XV_Haohmaru_236p_ab_ima.png
| hitboxes    = XV_Haohmaru_236p_ab.png
| damage      = 0
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====236A/C~6C====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236p_ab
| name        = Fake Cyclone Slash
| header      = no
| version    = C
| orderId    = 2
| input      = 236A/C~AB
| images      = XV_Haohmaru_236p_ab_ima.png
| images      = XV_Haohmaru_236p_ab_ima.png
| hitboxes    = XV_Haohmaru_236p_ab.png
| hitboxes    = XV_Haohmaru_236p_ab.png
| damage      = 0
| damage      = 0
| guard      =  
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 20 (32 Total Frames from neutral)
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====236AC~6A/C====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236ac_ab
| name        = Fake Cyclone Slash
| header      = no
| version    = EX
| orderId    = 3
| input      = 236AC~6A/C
| images      = XV_Haohmaru_236p_ab_ima.png
| hitboxes    = XV_Haohmaru_236ac_ab.png
| damage      = 0
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 883: Line 866:
| orderId    = 1
| orderId    = 1
| input      = 4214A
| input      = 4214A
| images      = XV_Haohmaru_4214b_ima.png
| images      = XV_Haohmaru_4214a_ima.png
| hitboxes    = XV_Haohmaru_4214a.png
| hitboxes    = XV_Haohmaru_4214a.png
| damage      = 100
| damage      = 100
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 25
| startup    = 23
| active      =  
| active      = 3
| recovery    =  
| recovery    = 24
| hitadv      = SKD (+38)
| hitadv      = HKD (38)
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}


Line 905: Line 888:
| orderId    = 2
| orderId    = 2
| input      = 4214C
| input      = 4214C
| images      = XV_Haohmaru_4214d_ima.png
| images      = XV_Haohmaru_4214a_ima.png
| hitboxes    = XV_Haohmaru_4214c.png
| hitboxes    = XV_Haohmaru_4214c.png, XV_Haohmaru_4214c2.png
| damage      = 40
| damage      = 116 (20+20+80)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 33
| startup    = 33
| active      =  
| active      = 6
| recovery    =  
| recovery    = 24
| hitadv      = HKD (++54)
| hitadv      = HKD (+52)
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 40
| stun        = 120 (20+20+80)
| guardDamage = 40
| guardDamage = 120 (20+20+80)
}}
}}


Line 927: Line 910:
| orderId    = 4
| orderId    = 4
| input      = 4214AC
| input      = 4214AC
| images      = XV_Haohmaru_4214d_ima.png
| images      = XV_Haohmaru_4214a_ima.png
| hitboxes    = XV_Haohmaru_4214ac.png
| hitboxes    = XV_Haohmaru_4214ac.png, XV_Haohmaru_4214ac2.png
| damage      = 135 (20+20+95)
| damage      = 135 (20+20+100) [70]
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 23
| startup    = 23
| active      =  
| active      = 6
| recovery    =  
| recovery    = 29
| hitadv      = Ground Bounce - HKD (+64)
| hitadv      = Ground Bounce - HKD (+64)
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 120 (20+20+80)
}}
}}


Line 952: Line 935:
| images      = XV_Haohmaru_214b_ima.png
| images      = XV_Haohmaru_214b_ima.png
| hitboxes    = XV_Haohmaru_214b.png
| hitboxes    = XV_Haohmaru_214b.png
| damage      =  
| damage      = 60
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 30
| hitadv      = SKD (+20)
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 972: Line 955:
| orderId    = 2
| orderId    = 2
| input      = 214D
| input      = 214D
| images      = XV_Haohmaru_214d_ima.png
| images      = XV_Haohmaru_214b_ima.png
| hitboxes    = XV_Haohmaru_214d.png
| hitboxes    = XV_Haohmaru_214d.png
| damage      =  
| damage      = 60
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 30
| hitadv      = SKD (+20)
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 994: Line 977:
| orderId    = 4
| orderId    = 4
| input      = 214BD
| input      = 214BD
| images      = XV_Haohmaru_214d_ima.png
| images      = XV_Haohmaru_214b_ima.png
| hitboxes    = XV_Haohmaru_214bd.png
| hitboxes    = XV_Haohmaru_214bd.png
| damage      =  
| damage      = 80 (20+60)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 32
| hitadv      = Crumple (+92)
| hitadv      = Crumple - HKD(+92)
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 80 (20+60)
}}
}}


Line 1,017: Line 1,000:
| orderId    = 1
| orderId    = 1
| input      = 214A
| input      = 214A
| images      = XV_Haohmaru_214b_ima.png
| images      = XV_Haohmaru_214a_ima.png
| hitboxes    = XV_Haohmaru_214a.png
| hitboxes    = XV_Haohmaru_214a.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 17
| startup    = 17
| active      =  
| active      = 5
| recovery    =  
| recovery    = 20
| hitadv      = SKD (+29)
| hitadv      = SKD (29: Tech / 56: Non-tech)
| blockadv    = -6
| blockadv    = -6 (Close Range) to -4 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 1,039: Line 1,022:
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 214C
| images      = XV_Haohmaru_214d_ima.png
| images      = XV_Haohmaru_214a_ima.png
| hitboxes    = XV_Haohmaru_214c.png
| hitboxes    = XV_Haohmaru_214a.png
| damage      =  
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 30
| startup    = 30
| active      =  
| active      = 5
| recovery    =  
| recovery    = 22
| hitadv      = Juggle (+37)
| hitadv      = Juggle - SKD (37: Tech* / 64: Non-tech)
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 1,061: Line 1,044:
| orderId    = 4
| orderId    = 4
| input      = 214AC
| input      = 214AC
| images      = XV_Haohmaru_214d_ima.png
| images      = XV_Haohmaru_214a_ima.png
| hitboxes    = XV_Haohmaru_214ac.png
| hitboxes    = XV_Haohmaru_214ac.png
| damage      = 120
| damage      = 120
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      =  
| active      = 5
| recovery    =  
| recovery    = 16
| hitadv      = HKD (+73)
| hitadv      = HKD (+73)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 80
}}
}}


Line 1,087: Line 1,070:
| hitboxes    = XV_Haohmaru_236b.png
| hitboxes    = XV_Haohmaru_236b.png
| damage      = 80 (20+60)
| damage      = 80 (20+60)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 20
| startup    = 20
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      = +2
| hitadv      = +2
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 40 (20+20)
| stun        = 40 (20+20)
| guardDamage =  
| guardDamage = 40 (20+20)
}}
}}


Line 1,106: Line 1,089:
| orderId    = 2
| orderId    = 2
| input      = 236D
| input      = 236D
| images      = XV_Haohmaru_236d_ima.png
| images      = XV_Haohmaru_236b_ima.png
| hitboxes    = XV_Haohmaru_236d.png
| hitboxes    = XV_Haohmaru_236b.png
| damage      = 110 (10+10+10+10+10+60)
| damage      = 110 (10+10+10+10+10+60)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 26
| startup    = 26
| active      =  
| active      = 6
| recovery    =  
| recovery    = 25
| hitadv      = Juggle (+58)
| hitadv      = Juggle - SKD (58: Tech / 85: Non-tech)
| blockadv    = +3
| blockadv    = +3
| invul      =  
| invul      =  
| stun        = 70 (10+10+10+10+10+20)
| stun        = 70 (10+10+10+10+10+20)
| guardDamage =  
| guardDamage = 70 (10+10+10+10+10+20)
}}
}}


Line 1,128: Line 1,111:
| orderId    = 4
| orderId    = 4
| input      = 236BD
| input      = 236BD
| images      = XV_Haohmaru_236bd_ima.png
| images      = XV_Haohmaru_236b_ima.png
| hitboxes    = XV_Haohmaru_236bd.png
| hitboxes    = XV_Haohmaru_236bd.png
| damage      = 125 (15*5+50)
| damage      = 125 (15*5+50)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      =  
| active      = 6
| recovery    =  
| recovery    = 20
| hitadv      = Juggle (+53)
| hitadv      = Juggle - SKD (53: Tech / 80: Non-tech)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 60
| guardDamage = 130 (20*5+30)
}}
}}


 
==Supers==
===Flame of the Conqueror===
===Flame of the Conqueror===
====236236A/C====
====236236A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236p
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236a
| name        = Flame of the Conqueror
| name        = Flame of the Conqueror
| header      = yes
| header      = yes
| version    = A or C
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236236A/C
| input      = 236236A
| images      = XV_Haohmaru_236a_ima.png
| images      = XV_Haohmaru_236236p_ima.png
| hitboxes    = XV_Haohmaru_236236p.png
| hitboxes    = XV_Haohmaru_236236p.png
| damage      = 200
| damage      = 200
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 12
| startup    = 12
| active      =  
| active      = 12
| recovery    =  
| recovery    = 49
| hitadv      = HKD (+60)
| blockadv    = -42
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
 
====236236C====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236c
| name        = Flame of the Conqueror
| header      = no
| version    = C
| orderId    = 2
| input      = 236236C
| images      = XV_Haohmaru_236236p_ima.png
| hitboxes    = XV_Haohmaru_236236p.png
| damage      = 200
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| startup    = 20
| active      = 12
| recovery    = 49
| hitadv      = HKD (+60)
| hitadv      = HKD (+60)
| blockadv    = -42
| blockadv    = -42
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,172: Line 1,177:
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 2
| orderId    = 3
| input      = 236236AC
| input      = 236236AC
| images      = XV_Haohmaru_236236ac_ima.png
| images      = XV_Haohmaru_236236ac_ima.png
| hitboxes    = XV_Haohmaru_236236ac.png
| hitboxes    = XV_Haohmaru_236236ac.png
| damage      = 350
| damage      = 350
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| cancel      = climax
| startup    = 9
| startup    = 9
| active      =  
| active      = 12
| recovery    =  
| recovery    = 49
| hitadv      = HKD (+60)
| hitadv      = HKD (+60)
| blockadv    = -42
| blockadv    = -42
| invul      =  
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,197: Line 1,202:
| orderId    = 1
| orderId    = 1
| input      = 236236B/D
| input      = 236236B/D
| images      = XV_Haohmaru_236236bd_ima.png
| images      = XV_Haohmaru_236236k_ima.png
| hitboxes    = XV_Haohmaru_236236k.png
| hitboxes    = XV_Haohmaru_236236k.png, XV_Haohmaru_236236k2.png
| damage      = 180
| damage      = 180
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 14
| startup    = 14
| active      =  
| active      = 4
| recovery    =  
| recovery    = 72
| hitadv      = HKD (+50)
| hitadv      = HKD (+50)
| blockadv    = -57
| blockadv    = -57
| invul      =  
| invul      = Full Body: 1 to 9 (9 Frames) / Projectile Invincibility: 10 to 18 (9 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,219: Line 1,224:
| orderId    = 2
| orderId    = 2
| input      = 236236BD
| input      = 236236BD
| images      = XV_Haohmaru_236236bd_ima.png
| images      = XV_Haohmaru_236236k_ima.png
| hitboxes    = XV_Haohmaru_236236bd.png
| hitboxes    = XV_Haohmaru_236236k.png, XV_Haohmaru_236236k2.png
| damage      = 340 (50+100+190)
| damage      = 340 (50+100+190)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| cancel      = climax
| startup    = 10
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 72
| hitadv      = HKD (+33)
| hitadv      = HKD (+33)
| blockadv    = -57
| blockadv    = -57
| invul      =  
| invul      = Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 6 to 14 (9 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,239: Line 1,244:
| name        = Supreme Severing Flash
| name        = Supreme Severing Flash
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_Haohmaru_214236cd_1_ima.png,XV_Haohmaru_236p_6a_ima.png
| images      = XV_Haohmaru_2141236cd_ima.png
| hitboxes    = XV_Haohmaru_2141236cd.png
| hitboxes    = XV_Haohmaru_2141236cd.png
| damage      = 470 (70+80+80+240) Min:  
| damage      = 470 (70+80+80+240) Min: 235
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 45
| hitadv      = HKD (+37)
| hitadv      = HKD (+37)
| blockadv    = -32
| blockadv    = -32
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 22:52, 4 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Haohmaru
Haohmaru_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand454+6+4-3060


close B

Haohmaru
Haohmaru_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midspecial7412-1-3-3060


close C

Haohmaru
Haohmaru_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand6416+1-1-70120


close D

Haohmaru
Haohmaru_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand7320-2-4-70120


Far Standing Normals

far A

Haohmaru
Haohmaru_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midsuper6215-2-4-3060


far B

Haohmaru
Haohmaru_fb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midspecial7412-1-3-3060


far C

Haohmaru
Haohmaru_fc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper11618-3-5-70120


far D

Haohmaru
Haohmaru_fd
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper11320-2-4-70120


Crouch Normals

crouch A

Haohmaru
Haohmaru_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand548+3+1-3060


crouch B

Haohmaru
Haohmaru_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper549+20-1530


crouch C

Haohmaru
Haohmaru_2c
2C
2C
crouch C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midcommand12328-10-12-90-


crouch D

Haohmaru
Haohmaru_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowsuper91026SKD (13: Tech / 40: Non-tech) - Close-17 (Close Range) to -8 (Max Range)-70120


Jump Normals

hop A

Haohmaru
Haohmaru_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-551 on ground--303050


jump A

Haohmaru
Haohmaru_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-571 on ground--303060


hop B

Haohmaru
Haohmaru_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-671 on ground--303050


jump B

Haohmaru
Haohmaru_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-691 on ground--303060


hop C

Haohmaru
Haohmaru_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-1321 on ground--7070100


jump C

Haohmaru
Haohmaru_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-1251 on ground--7070120


hop D

Haohmaru
Haohmaru_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-951 on ground--7070100


jump D

Haohmaru
Haohmaru_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-951 on ground--7070120


Blowback

Blowback

Haohmaru
Haohmaru_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial14322Wall Splat (+72~+91)-2-100160


Shatterstrike

Haohmaru
Haohmaru_236cd
236CD
236CD
Shatterstrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (93)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Haohmaru
Haohmaru_214cd
214CD
214CD
AdvanceStrike

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


hop CD

Haohmaru
Haohmaru_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1741 on groundSKD--80120


jump CD

Haohmaru
Haohmaru_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-1741 on groundSKD--80140


Rush

rush 1

Haohmaru
Haohmaru_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-6---5-7-30120 (60+60)


rush 2

Haohmaru
Haohmaru_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-6---8-10-30180 (60+60+60)


Throws

Adamantine Slash

Haohmaru
Haohmaru_cthrow
(close) 4/6C
(close) 4/6C
Adamantine Slash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (52)Unblockable-00


Headwind Slash

Haohmaru
Haohmaru_dthrow
(close) 4/6D
(close) 4/6D
Headwind Slash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (43)Unblockable-00


Command Normals

Surprise Attack

Haohmaru
Haohmaru_6a
6A
6A
Surprise Attack

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [50]High [Mid]super [special]24 [15]219 [24]0 [-5]-2 [-7]-80 [40]110 [60]


Iron Flash

Haohmaru
Haohmaru_ac
AC
AC
Iron Flash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Mid-21439-3-15-150150


Specials

Crescent Moon Slash

623A

Haohmaru
Haohmaru_623a
623A
623A
Crescent Moon Slash



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (80+20)Midsuper (1)54 (2) 838 (20 on ground)SKD (30: Tech / 57: Non-tech)-30Full body against non-projectile air moves: 1 to 10 (10 Frames)100 (80+20)80 (60+20)


623C

Haohmaru
Haohmaru_623c
623C
623C
Crescent Moon Slash





Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
150 (100+20+20+10)Midsuper (1)94 (2) 3 (1) 957 (20 on ground)SKD (36: Tech / 63: Non-tech)-50Full Body: 1 to 15 (15 Frames)170 (80+30+30+30)170 (80+30+30+30)


623AC

Haohmaru
Haohmaru_623ac
623AC
623AC
Crescent Moon Slash




Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
196 ([100+30+20]+[10+10]+[(7*5)])Mid-59 (1) 957 (20 on ground)SKD (38: Tech / 65: Non-tech)-50Full Body: 1 to 13 (13 Frames)0190 (100+30*3)


Renting Tremor Slash

66623A

Haohmaru
Haohmaru_66623a
66623A
66623A
Renting Tremor Slash



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (100+20)Midsuper (1)54 (2) 848 (30 on ground)SKD (30: Tech / 57: Non-tech)-40Full body against non-projectile air moves: 1 to 8 (8 Frames)80 (60+20)80 (60+20)


66623C

Haohmaru
Haohmaru_66623c
66623C
66623C
Renting Tremor Slash





Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170 (120+20+20+10)Midsuper (1)74 (2) 3 (1) 967 (30 on ground)SKD (36: Tech / 63: Non-tech)-60Full Body: 1 to 13 (13 Frames)170 (80+30+30+30)170 (80+30+30+30)


66623AC

Haohmaru
Haohmaru_66623ac
66623AC
66623AC
Renting Tremor Slash




Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
216 ([120+30+20]+[10+10]+[5*7])Mid-39 (1) 967 (30 on ground)SKD (38: Tech / 65: Non-tech)-60Full Body: 1 to 11 (11 Frames)0190 (100+30*3)


Cyclone Slash

236A

Haohmaru
Haohmaru_236a
236A
236A
Cyclone Slash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-22Projectile29SKD (27: Tech / 54: Non-tech) - Close-5 (Close Range) to 22 (Max Range)-4040


236C

Haohmaru
Haohmaru_236c
236C
236C
Cyclone Slash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-33Full Screen Projectile22SKD (27: Tech / 54: Non-tech) - Close2 (Close Range) to 24 (Max Range)-040


236AC

Haohmaru
Haohmaru_236ac
236AC
236AC
Cyclone Slash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
108 (30+120)Mid-21Full Screen Projectile24Juggle - HKD (54) - Close3 (Close Range) to 24 (Max Range)-080


Fake Cyclone Slash

236A~AB

Haohmaru
Haohmaru_236p_ab
236P~AB
236P~AB
Fake Cyclone Slash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
0N/A---20 (32 Total Frames from neutral)---00


Earthquake Slice

4214A

Haohmaru
Haohmaru_4214a
4214A
4214A
Earthquake Slice
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100High-23324HKD (38)-8-8080


4214C

Haohmaru
Haohmaru_4214c
4214C
4214C
Earthquake Slice

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
116 (20+20+80)High-33624HKD (+52)+2-120 (20+20+80)120 (20+20+80)


4214AC

Haohmaru
Haohmaru_4214ac
4214AC
4214AC
Earthquake Slice

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
135 (20+20+100) [70]Mid-23629Ground Bounce - HKD (+64)-15-0120 (20+20+80)


Rice Wine Whack

214B

Haohmaru
Haohmaru_214b
214B
214B
Rice Wine Whack
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper10430SKD (20: Tech / 47: Non-tech)-15-6060


214D

Haohmaru
Haohmaru_214d
214D
214D
Rice Wine Whack
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper10430SKD (20: Tech / 47: Non-tech)-15-6060


214BD

Haohmaru
Haohmaru_214bd
214BD
214BD
Rice Wine Whack
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (20+60)Mid-10432Crumple - HKD(+92)-15-080 (20+60)


Shock Blast

214A

Haohmaru
Haohmaru_214a
214A
214A
Shock Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper17520SKD (29: Tech / 56: Non-tech)-6 (Close Range) to -4 (Max Range)-6060


214C

Haohmaru
Haohmaru_214c
214C
214C
Shock Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper30522Juggle - SKD (37: Tech* / 64: Non-tech)+2-6060


214AC

Haohmaru
Haohmaru_214ac
214AC
214AC
Shock Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Mid-20516HKD (+73)-2-080


Cyclone Wave

236B

Haohmaru
Haohmaru_236b
236B
236B
Cyclone Wave
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (20+60)Midsuper20618+2-2-40 (20+20)40 (20+20)


236D

Haohmaru
Haohmaru_236d
236D
236D
Cyclone Wave
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110 (10+10+10+10+10+60)Midsuper26625Juggle - SKD (58: Tech / 85: Non-tech)+3-70 (10+10+10+10+10+20)70 (10+10+10+10+10+20)


236BD

Haohmaru
Haohmaru_236bd
236BD
236BD
Cyclone Wave
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
125 (15*5+50)Mid-20620Juggle - SKD (53: Tech / 80: Non-tech)-2-0130 (20*5+30)


Supers

Flame of the Conqueror

236236A

Haohmaru
Haohmaru_236236a
236236A
236236A
Flame of the Conqueror
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced, climax121249HKD (+60)-42Full Body: 1 to 3 (3 Frames)00


236236C

Haohmaru
Haohmaru_236236c
236236C
236236C
Flame of the Conqueror
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced, climax201249HKD (+60)-42Full Body: 1 to 3 (3 Frames)00


236236AC

Haohmaru
Haohmaru_236236ac
236236AC
236236AC
Flame of the Conqueror
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350Midclimax91249HKD (+60)-42Full Body: 1 (1 Frame)00


Supreme Gale Flash

236236B/D

Haohmaru
Haohmaru_236236k
236236B/D
236236B/D
Supreme Gale Flash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180Midadvanced, climax14472HKD (+50)-57Full Body: 1 to 9 (9 Frames) / Projectile Invincibility: 10 to 18 (9 Frames)00


236236BD

Haohmaru
Haohmaru_236236bd
236236BD
236236BD
Supreme Gale Flash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
340 (50+100+190)Midclimax10472HKD (+33)-57Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 6 to 14 (9 Frames)00


Supreme Severing Flash

2141236CD

Haohmaru
Haohmaru_2141236cd
2141236CD
2141236CD
Supreme Severing Flash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
470 (70+80+80+240) Min: 235Mid-6645HKD (+37)-32Full Body: 1 to 11 (11 Frames)00