-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Haohmaru/Data: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
EMRaistlin (talk | contribs) m fixed raw damage between parenthesis |
||
(58 intermediate revisions by 8 users not shown) | |||
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 = + | | hitadv = +6 | ||
| blockadv = + | | 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 = | | 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 = | | 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 = | | 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: | ||
}} | }} | ||
=== | ===Far Standing Normals=== | ||
====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 = | | 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 = | | 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 ( | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | startup = 5 | ||
| active = | | active = 4 (2) 8 | ||
| recovery = | | recovery = 38 (20 on ground) | ||
| hitadv = SKD ( | | 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 = | | 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 = | | 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 ( | | hitadv = SKD (36: Tech / 63: Non-tech) | ||
| blockadv = -50 | | blockadv = -50 | ||
| invul = | | invul = Full Body: 1 to 15 (15 Frames) | ||
| stun = | | 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 = | | 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 ( | | 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 ( | | 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 = | | 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 ( | | 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 = | | 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 ( | | 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 ( | | hitadv = SKD (27: Tech / 54: Non-tech) - Close | ||
| blockadv = -5 | | 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 ( | | hitadv = SKD (27: Tech / 54: Non-tech) - Close | ||
| blockadv = | | 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+ | | damage = 108 (30+120) | ||
| guard = | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 21 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 24 | ||
| hitadv = Juggle ( | | hitadv = Juggle - HKD (54) - Close | ||
| blockadv = | | blockadv = 3 (Close Range) to 24 (Max Range) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
===Fake Cyclone Slash=== | ===Fake Cyclone Slash=== | ||
====236A | ====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 = | | version = Feint | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 236P~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 = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 883: | Line 866: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 4214A | | input = 4214A | ||
| images = | | 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 = | | startup = 23 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | 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 = | | images = XV_Haohmaru_4214a_ima.png | ||
| hitboxes = XV_Haohmaru_4214c.png | | hitboxes = XV_Haohmaru_4214c.png, XV_Haohmaru_4214c2.png | ||
| damage = | | 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 (+ | | hitadv = HKD (+52) | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = | | stun = 120 (20+20+80) | ||
| guardDamage = | | guardDamage = 120 (20+20+80) | ||
}} | }} | ||
Line 927: | Line 910: | ||
| orderId = 4 | | orderId = 4 | ||
| input = 4214AC | | input = 4214AC | ||
| images = | | images = XV_Haohmaru_4214a_ima.png | ||
| hitboxes = XV_Haohmaru_4214ac.png | | hitboxes = XV_Haohmaru_4214ac.png, XV_Haohmaru_4214ac2.png | ||
| damage = 135 (20+20+ | | 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 ( | | 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 = | | 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 ( | | 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 = | | 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 = | | 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 ( | | 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 = | | images = XV_Haohmaru_214a_ima.png | ||
| hitboxes = | | 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 ( | | 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 = | | 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 = | | images = XV_Haohmaru_236b_ima.png | ||
| hitboxes = | | 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 ( | | 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 = | | 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 ( | | hitadv = Juggle - SKD (53: Tech / 80: Non-tech) | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 130 (20*5+30) | ||
}} | }} | ||
==Supers== | |||
===Flame of the Conqueror=== | ===Flame of the Conqueror=== | ||
====236236A | ====236236A==== | ||
{{MoveData-KOFXV | character = Haohmaru | moveId = | {{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236a | ||
| name = Flame of the Conqueror | | name = Flame of the Conqueror | ||
| header = yes | | header = yes | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236236A | | input = 236236A | ||
| images = | | 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 = | | 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 = | | 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 = | | images = XV_Haohmaru_236236k_ima.png | ||
| hitboxes = | | 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 = | | 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
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 5 | 4 | +6 | +4 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | special | 7 | 4 | 12 | -1 | -3 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 6 | 4 | 16 | +1 | -1 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 7 | 3 | 20 | -2 | -4 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | super | 6 | 2 | 15 | -2 | -4 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | special | 7 | 4 | 12 | -1 | -3 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 11 | 6 | 18 | -3 | -5 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 11 | 3 | 20 | -2 | -4 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 4 | 8 | +3 | +1 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 5 | 4 | 9 | +2 | 0 | - | 15 | 30 |
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | command | 12 | 3 | 28 | -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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | super | 9 | 10 | 26 | SKD (13: Tech / 40: Non-tech) - Close | -17 (Close Range) to -8 (Max Range) | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 5 | 1 on ground | - | - | 30 | 30 | 50 |
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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 7 | 1 on ground | - | - | 30 | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 7 | 1 on ground | - | - | 30 | 30 | 50 |
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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 9 | 1 on ground | - | - | 30 | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | High | - | 13 | 2 | 1 on ground | - | - | 70 | 70 | 100 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | High | - | 12 | 5 | 1 on ground | - | - | 70 | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | High | - | 9 | 5 | 1 on ground | - | - | 70 | 70 | 100 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | High | - | 9 | 5 | 1 on ground | - | - | 70 | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 14 | 3 | 22 | Wall Splat (+72~+91) | -2 | - | 100 | 160 |
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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD (93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 17 | 4 | 1 on ground | SKD | - | - | 80 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 17 | 4 | 1 on ground | SKD | - | - | 80 | 140 |
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 done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | - | 6 | - | - | -5 | -7 | - | 30 | 120 (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 done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | - | 6 | - | - | -8 | -10 | - | 30 | 180 (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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (52) | Unblockable | - | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (43) | Unblockable | - | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 [50] | High [Mid] | super [special] | 24 [15] | 2 | 19 [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 done | Guard DamageDamage done to the guard bar when blocked |
200 | Mid | - | 21 | 4 | 39 | -3 | -15 | - | 150 | 150 |
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 done | Guard DamageDamage done to the guard bar when blocked |
100 (80+20) | Mid | super (1) | 5 | 4 (2) 8 | 38 (20 on ground) | SKD (30: Tech / 57: Non-tech) | -30 | Full 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 done | Guard DamageDamage done to the guard bar when blocked |
150 (100+20+20+10) | Mid | super (1) | 9 | 4 (2) 3 (1) 9 | 57 (20 on ground) | SKD (36: Tech / 63: Non-tech) | -50 | Full 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 done | Guard DamageDamage done to the guard bar when blocked |
196 ([100+30+20]+[10+10]+[(7*5)]) | Mid | - | 5 | 9 (1) 9 | 57 (20 on ground) | SKD (38: Tech / 65: Non-tech) | -50 | Full Body: 1 to 13 (13 Frames) | 0 | 190 (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 done | Guard DamageDamage done to the guard bar when blocked |
120 (100+20) | Mid | super (1) | 5 | 4 (2) 8 | 48 (30 on ground) | SKD (30: Tech / 57: Non-tech) | -40 | Full 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 done | Guard DamageDamage done to the guard bar when blocked |
170 (120+20+20+10) | Mid | super (1) | 7 | 4 (2) 3 (1) 9 | 67 (30 on ground) | SKD (36: Tech / 63: Non-tech) | -60 | Full 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 done | Guard DamageDamage done to the guard bar when blocked |
216 ([120+30+20]+[10+10]+[5*7]) | Mid | - | 3 | 9 (1) 9 | 67 (30 on ground) | SKD (38: Tech / 65: Non-tech) | -60 | Full Body: 1 to 11 (11 Frames) | 0 | 190 (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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 22 | Projectile | 29 | SKD (27: Tech / 54: Non-tech) - Close | -5 (Close Range) to 22 (Max Range) | - | 40 | 40 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 33 | Full Screen Projectile | 22 | SKD (27: Tech / 54: Non-tech) - Close | 2 (Close Range) to 24 (Max Range) | - | 0 | 40 |
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 done | Guard DamageDamage done to the guard bar when blocked |
108 (30+120) | Mid | - | 21 | Full Screen Projectile | 24 | Juggle - HKD (54) - Close | 3 (Close Range) to 24 (Max Range) | - | 0 | 80 |
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 done | Guard DamageDamage done to the guard bar when blocked |
0 | N/A | - | - | - | 20 (32 Total Frames from neutral) | - | - | - | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | High | - | 23 | 3 | 24 | HKD (38) | -8 | - | 80 | 80 |
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 done | Guard DamageDamage done to the guard bar when blocked |
116 (20+20+80) | High | - | 33 | 6 | 24 | HKD (+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 done | Guard DamageDamage done to the guard bar when blocked |
135 (20+20+100) [70] | Mid | - | 23 | 6 | 29 | Ground Bounce - HKD (+64) | -15 | - | 0 | 120 (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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 10 | 4 | 30 | SKD (20: Tech / 47: Non-tech) | -15 | - | 60 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 10 | 4 | 30 | SKD (20: Tech / 47: Non-tech) | -15 | - | 60 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 (20+60) | Mid | - | 10 | 4 | 32 | Crumple - HKD(+92) | -15 | - | 0 | 80 (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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 17 | 5 | 20 | SKD (29: Tech / 56: Non-tech) | -6 (Close Range) to -4 (Max Range) | - | 60 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 30 | 5 | 22 | Juggle - SKD (37: Tech* / 64: Non-tech) | +2 | - | 60 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | - | 20 | 5 | 16 | HKD (+73) | -2 | - | 0 | 80 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 (20+60) | Mid | super | 20 | 6 | 18 | +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 done | Guard DamageDamage done to the guard bar when blocked |
110 (10+10+10+10+10+60) | Mid | super | 26 | 6 | 25 | Juggle - 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 done | Guard DamageDamage done to the guard bar when blocked |
125 (15*5+50) | Mid | - | 20 | 6 | 20 | Juggle - SKD (53: Tech / 80: Non-tech) | -2 | - | 0 | 130 (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 done | Guard DamageDamage done to the guard bar when blocked |
200 | Mid | advanced, climax | 12 | 12 | 49 | HKD (+60) | -42 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
200 | Mid | advanced, climax | 20 | 12 | 49 | HKD (+60) | -42 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
350 | Mid | climax | 9 | 12 | 49 | HKD (+60) | -42 | Full Body: 1 (1 Frame) | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
180 | Mid | advanced, climax | 14 | 4 | 72 | HKD (+50) | -57 | Full Body: 1 to 9 (9 Frames) / Projectile Invincibility: 10 to 18 (9 Frames) | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
340 (50+100+190) | Mid | climax | 10 | 4 | 72 | HKD (+33) | -57 | Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 6 to 14 (9 Frames) | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
470 (70+80+80+240) Min: 235 | Mid | - | 6 | 6 | 45 | HKD (+37) | -32 | Full Body: 1 to 11 (11 Frames) | 0 | 0 |