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Samurai Shodown VI/Andrew/Data: Difference between revisions
< Samurai Shodown VI | Andrew
Toast Rider (talk | contribs) →Eagle Cross: Differentiated move IDs |
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{{MoveData-SSVI | character = Andrew | moveId = andrew_236B | {{MoveData-SSVI | character = Andrew | moveId = andrew_236B | ||
| name = Eagle Arrow | | name = Eagle Arrow | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
Line 631: | Line 631: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_236C | {{MoveData-SSVI | character = Andrew | moveId = andrew_236C | ||
| name = Eagle Arrow | | name = Eagle Arrow | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
Line 656: | Line 656: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236S- | | input = 236S-214S | ||
| images = SSVI_Andrew_236S_Eagle_Cross.png | | images = SSVI_Andrew_236S_Eagle_Cross.png | ||
| damage = | | damage = | ||
Line 674: | Line 674: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Break_b | {{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Break_b | ||
| name = Eagle Break | | name = Eagle Break | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236S- | | input = 236S-214S | ||
| images = SSVI_Andrew_236S_Eagle_Cross.png | | images = SSVI_Andrew_236S_Eagle_Cross.png | ||
| damage = | | damage = | ||
Line 695: | Line 695: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Break_c | {{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Break_c | ||
| name = Eagle Break | | name = Eagle Break | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236S- | | input = 236S-214S | ||
| images = SSVI_Andrew_236S_Eagle_Cross.png | | images = SSVI_Andrew_236S_Eagle_Cross.png | ||
| damage = | | damage = | ||
Line 720: | Line 720: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236S- | | input = 236S-214S | ||
| images = SSVI_Andrew_236S_Eagle_Break.png | | images = SSVI_Andrew_236S_Eagle_Break.png | ||
| damage = | | damage = | ||
Line 738: | Line 738: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Cross_b | {{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Cross_b | ||
| name = Eagle Cross | | name = Eagle Cross | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236S- | | input = 236S-214S | ||
| images = SSVI_Andrew_236S_Eagle_Break.png | | images = SSVI_Andrew_236S_Eagle_Break.png | ||
| damage = | | damage = | ||
Line 759: | Line 759: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Cross_c | {{MoveData-SSVI | character = Andrew | moveId = andrew_236s_Eagle_Cross_c | ||
| name = Eagle Cross | | name = Eagle Cross | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236S- | | input = 236S-214S | ||
| images = SSVI_Andrew_236S_Eagle_Break.png | | images = SSVI_Andrew_236S_Eagle_Break.png | ||
| damage = | | damage = | ||
Line 784: | Line 784: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 214S | ||
| images = SSVI_Andrew_214S.png | | images = SSVI_Andrew_214S.png | ||
| damage = | | damage = | ||
Line 802: | Line 802: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_214b | {{MoveData-SSVI | character = Andrew | moveId = andrew_214b | ||
| name = Eagle Cross | | name = Eagle Cross | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 214S | ||
| images = SSVI_Andrew_214S.png | | images = SSVI_Andrew_214S.png | ||
| damage = | | damage = | ||
Line 823: | Line 823: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_214c | {{MoveData-SSVI | character = Andrew | moveId = andrew_214c | ||
| name = Eagle Cross | | name = Eagle Cross | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
| input = | | input = 214S | ||
| images = SSVI_Andrew_214S.png | | images = SSVI_Andrew_214S.png | ||
| damage = | | damage = | ||
Line 848: | Line 848: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 623S | ||
| images = SSVI_Andrew_623S.png | | images = SSVI_Andrew_623S.png | ||
| damage = | | damage = | ||
Line 866: | Line 866: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_623b | {{MoveData-SSVI | character = Andrew | moveId = andrew_623b | ||
| name = Rising Star | | name = Rising Star | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 623S | ||
| images = SSVI_Andrew_623S.png | | images = SSVI_Andrew_623S.png | ||
| damage = | | damage = | ||
Line 887: | Line 887: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_623c | {{MoveData-SSVI | character = Andrew | moveId = andrew_623c | ||
| name = Rising Star | | name = Rising Star | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
| input = | | input = 623S | ||
| images = SSVI_Andrew_623S.png | | images = SSVI_Andrew_623S.png | ||
| damage = | | damage = | ||
Line 908: | Line 908: | ||
====623S-6A==== | ====623S-6A==== | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_623a_6a | {{MoveData-SSVI | character = Andrew | moveId = andrew_623a_6a | ||
| name = | | name = Shooting Star | ||
| header = yes | | header = yes | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 623S- | | input = 623S-6S | ||
| images = SSVI_Andrew_623S-6S.png | | images = SSVI_Andrew_623S-6S.png | ||
| damage = | | damage = | ||
Line 929: | Line 929: | ||
====623S-6B==== | ====623S-6B==== | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_623a_6b | {{MoveData-SSVI | character = Andrew | moveId = andrew_623a_6b | ||
| name = | | name = Shooting Star | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
| input = 623S- | | input = 623S-6S | ||
| images = SSVI_Andrew_623S-6S.png | | images = SSVI_Andrew_623S-6S.png | ||
| damage = | | damage = | ||
Line 950: | Line 950: | ||
====623S-6C==== | ====623S-6C==== | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_623a_6c | {{MoveData-SSVI | character = Andrew | moveId = andrew_623a_6c | ||
| name = | | name = Shooting Star | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
| input = 623S- | | input = 623S-6S | ||
| images = SSVI_Andrew_623S-6S.png | | images = SSVI_Andrew_623S-6S.png | ||
| damage = | | damage = | ||
Line 976: | Line 976: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 421S | ||
| images = SSVI_Andrew_421S.png | | images = SSVI_Andrew_421S.png | ||
| damage = | | damage = | ||
Line 994: | Line 994: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_421b | {{MoveData-SSVI | character = Andrew | moveId = andrew_421b | ||
| name = Smart Bomb | | name = Smart Bomb | ||
| header = | | header = no | ||
| version = B | | version = B | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 421S | ||
| images = SSVI_Andrew_421S.png | | images = SSVI_Andrew_421S.png | ||
| damage = | | damage = | ||
Line 1,015: | Line 1,015: | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_421c | {{MoveData-SSVI | character = Andrew | moveId = andrew_421c | ||
| name = Smart Bomb | | name = Smart Bomb | ||
| header = | | header = no | ||
| version = C | | version = C | ||
| orderId = 3 | | orderId = 3 | ||
| input = | | input = 421S | ||
| images = SSVI_Andrew_421S.png | | images = SSVI_Andrew_421S.png | ||
| damage = | | damage = | ||
Line 1,082: | Line 1,082: | ||
| name = Grand Canyon (Fire) | | name = Grand Canyon (Fire) | ||
| header = yes | | header = yes | ||
| version = | | version = S | ||
| orderId = | | orderId = 2 | ||
| input = | | input = S | ||
| images = SSVI_Andrew_632146C_S.png | | images = SSVI_Andrew_632146C_S.png | ||
| damage = | | damage = | ||
Line 1,141: | Line 1,141: | ||
====21416BC (II), 236BC (VI)==== | ====21416BC (II), 236BC (VI)==== | ||
{{MoveData-SSVI | character = Andrew | moveId = andrew_sm | {{MoveData-SSVI | character = Andrew | moveId = andrew_sm | ||
| name = | | name = Gold Rush | ||
| input = 21416BC (II), 236BC (VI) | | input = 21416BC (II), 236BC (VI) | ||
| images = SSVI_Andrew_236_B+C.png | | images = SSVI_Andrew_236_B+C.png |
Latest revision as of 06:45, 13 February 2023
Normals
Far Slashes
5A
Andrew andrew_5a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 4 | -2 | -6 | -1 | No | No | - | No |
5B
Andrew andrew_5b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 11 | -3 | -8 | -3 | Recoil | Yes | - | No |
5C
Andrew andrew_5c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 18 | -11~-10 | -20 | -15 | Recoil | Yes | - | No |
2A
Andrew andrew_2a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 6 | -1 | -5 | 0 | No | No | - | No |
2B
Andrew andrew_2b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 12 | -10 | - | -3 | Recoil | No | - | No |
2C
Andrew andrew_2c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 19 | +2~+3 | -20 | -15 | Recoil | Yes | - | No |
Near Slashes
n5A
Andrew andrew_n5a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 4 | -2 | -6 | -1 | No | No | - | No |
n5B
Andrew andrew_n5b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 10 | -1 | -8 | -3 | Recoil, Special | Yes | - | No |
n5C
Andrew Andrew_n5c | |||||||||||
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n5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 18 | +4~+5 | -20 | -15 | Recoil | Yes | - | No |
n2A
Andrew andrew_n2a | |||||||||||
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n2A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 6 | -1 | -5 | 0 | No | No | - | No |
n2B
Andrew andrew_n2b | |||||||||||
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n2B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 9 | -5 | -8 | -3 | Recoil, Special | No | - | No |
n2C
Andrew andrew_n2c | |||||||||||
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n2C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 19 | +2~+3 | -20 | -15 | Recoil | Yes | - | No |
Kicks
5D
Andrew andrew_5d | |||||||||||
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5D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 16 | +11 | - | +4 | Special | No | - | No |
6D
Andrew andrew_6d | |||||||||||
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6D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 18 | -7 (+3 on crouching) | -9 | -4 | No | No | - | No |
2D
Andrew andrew_2d | |||||||||||
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2D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 5 | -1 | - | 0 | No | No | - | No |
3D
Andrew andrew_3d | |||||||||||
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3D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 12 | SKD | - | -12 | Yes | No | - | No |
Dash Normals
66A
Andrew andrew_66a | |||||||||||
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66A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 4 | -9 | -13 | -8 | No | No | - | No |
66B
Andrew andrew_66b | |||||||||||
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66B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 7 | -3 | -8 | -3 | Special | Yes | - | No |
66C
Andrew andrew_66c | |||||||||||
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66C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 11 | SKD | -22 | -17 | No | Yes | - | No |
66D
Andrew andrew_66d | |||||||||||
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66D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 8 | SKD | - | -14 | No | No | - | No |
Air Normals
jA
Andrew andrew_ja | |||||||||||
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jA | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 8 | - | - | - | No | No | - | No |
jB
Andrew andrew_jb | |||||||||||
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jB | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 10 | - | - | - | No | No | - | No |
jC
Andrew andrew_jc | |||||||||||
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jC | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 13 | - | - | - | No | No | - | No |
jD
Andrew andrew_jd | |||||||||||
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jD | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 8 | - | - | - | No | No | - | No |
Unarmed Normals
u5S
Andrew andrew_u5s | |||||||||||
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u5S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 4 | -2 | -6 | -1 | No | No | - | Yes |
u2S
Andrew andrew_u2s | |||||||||||
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u2S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 6 | -1 | -5 | 0 | No | No | - | Yes |
u66S
Andrew andrew_u66s | |||||||||||
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u66S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 4 | SKD | -13 | -8 | No | No | - | Yes |
u66D
Andrew andrew_u66d | |||||||||||
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u66D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 8 | SKD | - | -14 | No | No | - | Yes |
juS
Andrew andrew_jus | |||||||||||
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juS | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 8 | - | - | - | No | No | - | Yes |
Hyper Slash
Andrew andrew_hs | |||||||||||
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A+B
A+B Hyper 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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 27 | SKD | -63 | -53 | No | Disarm | - | No |
Continuous Slash
Andrew andrew_cs | |||||||||||
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A+B
A+B Continuous 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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 9 | - | -27 | -22 | No | Yes | - | No |
Command Normals
6B
Andrew andrew_6b | |||||||||||
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6B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 23 | -11 (-1 on crouching) | -14 | - | No | No | - | No |
Special Moves
Eagle Arrow
236A
Andrew andrew_236A | |||||||||||
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236S
236S Eagle Arrow | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | No | - | No |
236B
Andrew andrew_236B | |||||||||||
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236S
236S Eagle Arrow | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | No | - | No |
236C
Andrew andrew_236C | |||||||||||
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236S
236S Eagle Arrow | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | No | - | No |
Eagle Break
236S-214A
Andrew andrew_236s_Eagle_Break_a | |||||||||||
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236S-214S
236S-214S Eagle Break | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | Yes | - | No |
236S-214B
Andrew andrew_236s_Eagle_Break_b | |||||||||||
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236S-214S
236S-214S Eagle Break | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | Yes | - | No |
236S-214C
Andrew andrew_236s_Eagle_Break_c | |||||||||||
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236S-214S
236S-214S Eagle Break | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | Yes | - | No |
Eagle Cross
236S-214A
Andrew andrew_236s_Eagle_Cross_a | |||||||||||
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236S-214S
236S-214S Eagle Cross | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | Yes | - | No |
236S-214B
Andrew andrew_236s_Eagle_Cross_b | |||||||||||
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236S-214S
236S-214S Eagle Cross | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | Yes | - | No |
236S-214C
Andrew andrew_236s_Eagle_Cross_c | |||||||||||
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236S-214S
236S-214S Eagle Cross | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | Yes | - | No |
Eagle Cross
214A
Andrew andrew_214a | |||||||||||
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214S
214S Eagle Cross | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | Yes | - | No |
214B
Andrew andrew_214b | |||||||||||
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214S
214S Eagle Cross | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | Yes | - | No |
214C
Andrew andrew_214c | |||||||||||
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214S
214S Eagle Cross | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | Yes | - | No |
Rising Star
623A
Andrew andrew_623a | |||||||||||
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623S
623S Rising Star | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
623B
Andrew andrew_623b | |||||||||||
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623S
623S Rising Star | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
623C
Andrew andrew_623c | |||||||||||
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623S
623S Rising Star | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
Shooting Star
623S-6A
Andrew andrew_623a_6a | |||||||||||
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623S-6S
623S-6S Shooting Star | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
623S-6B
Andrew andrew_623a_6b | |||||||||||
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623S-6S
623S-6S Shooting Star | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
623S-6C
Andrew andrew_623a_6c | |||||||||||
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623S-6S
623S-6S Shooting Star | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
Smart Bomb
421A
Andrew andrew_421a | |||||||||||
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421S
421S Smart Bomb | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | - | - | - | - | No | No | - | No |
421B
Andrew andrew_421b | |||||||||||
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421S
421S Smart Bomb | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | - | - | - | - | No | No | - | No |
421C
Andrew andrew_421c | |||||||||||
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421S
421S Smart Bomb | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | - | - | - | - | No | No | - | No |
Blue Eye
214D
Andrew andrew_214d | |||||||||||
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214D
214D Blue Eye | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
Grand Canyon (Ready)
632146C
Andrew andrew_632146c | |||||||||||
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632146C
632146C Grand Canyon (Ready) | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
Grand Canyon (Fire)
632146C-S
Andrew andrew_632146c_s | |||||||||||
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S
S Grand Canyon (Fire) | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
Toy Transformation
6321464E (II)
Andrew andrew_toy | |||||||||||
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6321464E (II)
6321464E (II) Toy Transformation | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | Special | No | Yes | No |
Supers
Statue of Liberty
236AB
Andrew Andrew_236ab | |||||||||||
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236AB
236AB Statue of Liberty | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | No | No | - | No |
Gold Rush
21416BC (II), 236BC (VI)
Andrew andrew_sm | |||||||||||
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21416BC (II), 236BC (VI)
21416BC (II), 236BC (VI) Gold Rush | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | - | - | - | Samurai Drive | No | - | No |