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The King of Fighters XV/Kyo Kusanagi/Data: Difference between revisions

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Line 4: Line 4:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cla
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cla
| name   = close A
| name   = close A
| header      = yes
| input   = c.A
| input   = c.A
| images   = XV_kyo_cla_ima.png
| images   = XV_kyo_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_5a_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 23: Line 24:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_clb
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_clb
| name   = close B
| name   = close B
| header   = yes
| input   = c.B
| input   = c.B
| images   = XV_kyo_clb_ima.png
| images   = XV_kyo_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_5b_hb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
Line 42: Line 44:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_clc
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_clc
| name   = close C
| name   = close C
| header   = yes
| input   = c.C
| input   = c.C
| images   = XV_kyo_clc_ima.png
| images   = XV_kyo_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_5c_hb.png, XV_kyo_5c2_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 61: Line 64:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cld
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cld
| name   = close D
| name   = close D
| header   = yes
| input   = c.D
| input   = c.D
| images   = XV_kyo_cld_ima.png
| images   = XV_kyo_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_5d_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 81: Line 85:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_sta
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_sta
| name   = far A
| name   = far A
| header   = yes
| input   = f.A
| input   = f.A
| images   = XV_kyo_fa_ima.png
| images   = XV_kyo_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_fa_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 100: Line 105:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_stb
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_stb
| name   = far B
| name   = far B
| header   = yes
| input   = f.B
| input   = f.B
| images   = XV_kyo_fb_ima.png
| images   = XV_kyo_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_fb_hb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 119: Line 125:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_stc
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_stc
| name   = far C
| name   = far C
| header   = yes
| input   = f.C
| input   = f.C
| images   = XV_kyo_fc_ima.png
| images   = XV_kyo_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_fc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 138: Line 145:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_std
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_std
| name   = far D
| name   = far D
| header   = yes
| input   = f.D
| input   = f.D
| images   = XV_kyo_fd_ima.png
| images   = XV_kyo_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_fd_hb.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 149: Line 157:
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   = Low: 8 to 17 (10 Frames)
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
Line 158: Line 166:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cra
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cra
| name   = crouch A
| name   = crouch A
| header   = yes
| input   = 2A
| input   = 2A
| images   = XV_kyo_2a_ima.png
| images   = XV_kyo_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2a_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 177: Line 186:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_crb
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_crb
| name   = crouch B
| name   = crouch B
| header   = yes
| input   = 2B
| input   = 2B
| images   = XV_kyo_2b_ima.png
| images   = XV_kyo_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2b_hb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
Line 196: Line 206:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_crc
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_crc
| name   = crouch C
| name   = crouch C
| header   = yes
| input   = 2C
| input   = 2C
| images   = XV_kyo_2c_ima.png
| images   = XV_kyo_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2c_hb.png, XV_kyo_2c2_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 215: Line 226:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_crd
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_crd
| name   = crouch D
| name   = crouch D
| header   = yes
| input   = 2D
| input   = 2D
| images   = XV_kyo_2d_ima.png
| images   = XV_kyo_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2d_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
Line 240: Line 252:
| input   = h.A
| input   = h.A
| images   = XV_kyo_ja_ima.png
| images   = XV_kyo_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_ha_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 261: Line 273:
| input   = j.A
| input   = j.A
| images   = XV_kyo_ja_ima.png
| images   = XV_kyo_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_ja_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 283: Line 295:
| input   = h.B
| input   = h.B
| images   = XV_kyo_jb_ima.png
| images   = XV_kyo_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_hop_b_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 305: Line 317:
| input   = j.B
| input   = j.B
| images   = XV_kyo_jb_ima.png
| images   = XV_kyo_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_jB_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 318: Line 330:
| guardDamage = 60
| guardDamage = 60
}}
}}


====h.C====
====h.C====
Line 328: Line 339:
| input   = h.C
| input   = h.C
| images   = XV_kyo_jc_ima.png
| images   = XV_kyo_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_hc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 341: Line 352:
| guardDamage = 100
| guardDamage = 100
}}
}}
====j.C====
====j.C====
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_jc
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_jc
Line 349: Line 361:
| input   = j.C
| input   = j.C
| images   = XV_kyo_jc_ima.png
| images   = XV_kyo_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_jc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 362: Line 374:
| guardDamage = 120
| guardDamage = 120
}}
}}
====h.D====
====h.D====
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_hd
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_hd
Line 370: Line 383:
| input   = h.D
| input   = h.D
| images   = XV_kyo_jd_ima.png
| images   = XV_kyo_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_hd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 392: Line 405:
| input   = j.D
| input   = j.D
| images   = XV_kyo_jd_ima.png
| images   = XV_kyo_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_jd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 410: Line 423:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_6B
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_6B
| name   = Ge Shiki • Gofu Yo
| name   = Ge Shiki • Gofu Yo
| header   = yes
| input   = 6B
| input   = 6B
| images   = XV_kyo_6b_ima.png
| images   = XV_kyo_6b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_6b_hb.png, XV_kyo_6b2_hb.png, XV_kyo_6b3_hb.png
| damage   = 75 [35]
| damage   = 75 [35]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 429: Line 443:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_3D
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_3D
| name   = 88 Shiki
| name   = 88 Shiki
| header   = yes
| input   = 6B
| input   = 6B
| images   = XV_kyo_3d_ima.png
| images   = XV_kyo_3d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_3d_hb.png, XV_kyo_3d2_hb.png, XV_kyo_3d3_hb.png, XV_kyo_3d4_hb.png
| damage   = 70 (30+40)
| damage   = 70 (30+40)
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]] [ [[The_King_of_Fighters_XV/Defense#Mid|Mid]] ]
| cancel   = special(1), super
| cancel   = special(1), super
| startup   = 7 [11]
| startup   = 7 [11]
Line 448: Line 463:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_j.2C
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_j.2C
| name   = Geshiki Naraku Otoshi
| name   = Geshiki Naraku Otoshi
| header   = yes
| input   = j.2C
| input   = j.2C
| images   = XV_kyo_j2c_ima.png
| images   = XV_kyo_j2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_j2c_hb.png
| damage   = 50
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
Line 468: Line 484:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cd
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cd
| name   = Blowback
| name   = Blowback
| header   = yes
| input   = CD
| input   = CD
| images   = XV_kyo_cd_ima.png
| images   = XV_kyo_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_CD_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 477: Line 494:
| active   = 5
| active   = 5
| recovery   = 20
| recovery   = 20
| hitadv   = Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
| hitadv   = Wall Splat HKD (Ground hit [+75 - +92]) / Soft Knockdown (Air hit [≥+33 - +77])
| blockadv   = -2
| blockadv   = -2 (+2)
| invul   =  
| invul   =  
| stun        = 100
| stun        = 100
Line 487: Line 504:
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_qcf+cd
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_qcf+cd
| name   = ShatterStrike
| name   = ShatterStrike
| header   = yes
| input   = qcf+CD
| input   = qcf+CD
| images   = XV_kyo_236cd_ima.png
| images   = XV_kyo_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236CD_hb.png, XV_kyo_236CD2_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 501: Line 519:
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====Advance Strike====
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_qcb+cd
| name   = AdvanceStrike
| header   = yes
| input   = qcb+CD
| images   = XV_kyo_214cd_ima.png
| hitboxes   = XV_kyo_214CD_hb.png, XV_kyo_214CD2_hb.png
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 511: Line 549:
| input   = h.CD
| input   = h.CD
| images   = XV_kyo_jcd_ima.png
| images   = XV_kyo_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_hcd_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 14
| active   = 9
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
Line 533: Line 571:
| input   = j.CD
| input   = j.CD
| images   = XV_kyo_jcd_ima.png
| images   = XV_kyo_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_jcd_hb.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 14
| active   = 11
| active   = 8
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
Line 601: Line 639:
| input   = 4/6C
| input   = 4/6C
| images   = XV_kyo_cthrow_ima.png
| images   = XV_kyo_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_cthrow_hb.png
| damage   = 100
| damage   = 100
| guard   = -
| guard   = -
Line 623: Line 661:
| input   = 4/6D
| input   = 4/6D
| images   = XV_kyo_dthrow_ima.png
| images   = XV_kyo_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_dthrow_hb.png.png
| damage   = 100 (50+50)
| damage   = 100 (50+50)
| guard   = -
| guard   = -
Line 647: Line 685:
| input   = 623A
| input   = 623A
| images   = XV_kyo_623a_ima.png
| images   = XV_kyo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_623A_hb.png, XV_kyo_623A2_hb.png, XV_kyo_623A3_hb.png
| damage   = 78 (55+25)
| damage   = 78 (55+25)
| guard   = Mid
| guard   = Mid
Line 669: Line 707:
| input   = 623C
| input   = 623C
| images   = XV_kyo_623a_ima.png
| images   = XV_kyo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_623c_hb.png, XV_kyo_623c2_hb.png, XV_kyo_623c3_hb.png
| damage   = 135 (80+30+30)
| damage   = 135 (80+30+30)
| guard   = Mid
| guard   = Mid
Line 691: Line 729:
| input   = 623AC
| input   = 623AC
| images   = XV_kyo_623a_ima.png
| images   = XV_kyo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_623ac_hb.png, XV_kyo_623ac2_hb.png, XV_kyo_623ac3_hb.png, XV_kyo_623ac4_hb.png
| damage   = 170~200 (40+15*9+40)
| damage   = 170~200 (40+15*9+40)
| guard   = Mid
| guard   = Mid
Line 714: Line 752:
| input   = 4124B
| input   = 4124B
| images   = XV_kyo_4214b_ima.png
| images   = XV_kyo_4214b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_4214b_hb.png, XV_kyo_4214b2_hb.png, XV_kyo_4214b3_hb.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
Line 736: Line 774:
| input   = 4124D
| input   = 4124D
| images   = XV_kyo_4214b_ima.png
| images   = XV_kyo_4214b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_4214d_hb.png, XV_kyo_4214d2_hb.png, XV_kyo_4214d3_hb.png
| damage   = 130
| damage   = 130
| guard   = Mid
| guard   = Mid
Line 755: Line 793:
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 2
| orderId   = 3
| input   = 4124BD
| input   = 4124BD
| images   = XV_kyo_4214b_ima.png
| images   = XV_kyo_4214b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_4214bd_hb.png, XV_kyo_4214bd2_hb.png, XV_kyo_4214bd3_hb.png
| damage   = 100
| damage   = 100
| guard   = Mid
| guard   = Mid
Line 781: Line 819:
| input   = 236B
| input   = 236B
| images   = XV_kyo_236b_ima.png
| images   = XV_kyo_236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236k_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
Line 802: Line 840:
| input   = 236D
| input   = 236D
| images   = XV_kyo_236b_ima.png
| images   = XV_kyo_236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236k_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
Line 823: Line 861:
| input   = 236BD
| input   = 236BD
| images   = XV_kyo_236b_ima.png
| images   = XV_kyo_236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236bd_hb.png, XV_kyo_236bd2_hb.png
| damage   = 40
| damage   = 40
| guard   = Mid
| guard   = Mid
Line 831: Line 869:
| recovery   = 19
| recovery   = 19
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   = -4
| blockadv   = -6 (Stand Block) / -13  (Crouch Block 1st hit)
| invul   =  
| invul   =  
| stun        = 40
| stun        = 40
Line 846: Line 884:
| input   = 236B,K
| input   = 236B,K
| images   = XV_kyo_236b_k_ima.png
| images   = XV_kyo_236b_k_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236b_k_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
Line 854: Line 892:
| recovery   = 14
| recovery   = 14
| hitadv   = -19
| hitadv   = -19
| blockadv   = -4
| blockadv   = -6
| invul   =  
| invul   =  
| stun        = 40
| stun        = 40
Line 867: Line 905:
| input   = 236D,K
| input   = 236D,K
| images   = XV_kyo_236b_k_ima.png
| images   = XV_kyo_236b_k_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236b_k_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
Line 875: Line 913:
| recovery   = 14
| recovery   = 14
| hitadv   = Juggle
| hitadv   = Juggle
| blockadv   = -4
| blockadv   = -6
| invul   =
| stun        =
| guardDamage = 40
}}
====236BD====
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_236bdk
| name   = 75 Shiki • Kai (Follow-Up)
| header      = no
| version   =
| orderId   = 3
| input   = 236BD
| images   = XV_kyo_236b_k_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| guard   = Mid
| cancel   =
| startup   =
| active   =
| recovery   =
| hitadv   = Juggle
| blockadv   = -4
| invul   =  
| invul   =  
| stun        =  
| stun        =  
| guardDamage = 40
| guardDamage = 40
}}
}}
===114 Shiki • Aragami===
===114 Shiki • Aragami===
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_qcf+A
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_qcf+A
Line 910: Line 926:
| input   = 236A
| input   = 236A
| images   = XV_kyo_236a_ima.png
| images   = XV_kyo_236a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236A1_hb.png, XV_kyo_236A2_hb.png, XV_kyo_236A3_hb.png
| damage   = 60
| damage   = 60
| guard   = Mid
| guard   = Mid
Line 916: Line 932:
| startup   = 11
| startup   = 11
| active   = 6
| active   = 6
| recovery   = 19
| recovery   = 21
| hitadv   = -4
| hitadv   = -6
| blockadv   = -6
| blockadv   = -8
| invul   = Upper Body Armor: 5 to 6 (2 frames)
| invul   = Mid Body Armor: 5 to 6 (2 frames)
| stun        = 30
| stun        = 30
| guardDamage = 30
| guardDamage = 30
Line 932: Line 948:
| input   = 236A ~ 236P
| input   = 236A ~ 236P
| images   = XV_kyo_236a_236p_ima.png
| images   = XV_kyo_236a_236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_236p_hb.png
| damage   = 45
| damage   = 45
| guard   = Mid
| guard   = Mid
Line 954: Line 970:
| input   = 236A ~ 236P ~ P
| input   = 236A ~ 236P ~ P
| images   = XV_kyo_236a_63214p_ima.png
| images   = XV_kyo_236a_63214p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_236p_p_hb.png
| damage   = 40
| damage   = 40
| guard   = Mid
| guard   = Mid
Line 976: Line 992:
| input   = 236A ~ 236P ~ K
| input   = 236A ~ 236P ~ K
| images   = XV_kyo_236a_236p_k_ima.png
| images   = XV_kyo_236a_236p_k_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_236p_k_hb.png
| damage   = 40
| damage   = 40
| guard   = Mid
| guard   = Mid
Line 998: Line 1,014:
| input   = 236A ~ 63214P
| input   = 236A ~ 63214P
| images   = XV_kyo_236a_63214p_ima.png
| images   = XV_kyo_236a_63214p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_63214p_hb.png
| damage   = 40
| damage   = 40
| guard   = High
| guard   = High
Line 1,020: Line 1,036:
| input   = 236A ~ 63214P ~ 63214K
| input   = 236A ~ 63214P ~ 63214K
| images   = XV_kyo_63214d_ima.png
| images   = XV_kyo_63214d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_63214p_63214k_hb.png
| damage   = 90 (10+80)
| damage   = 90 (10+80)
| guard   = Mid
| guard   = Mid
Line 1,042: Line 1,058:
| input   = 236A ~ 63214P ~ P
| input   = 236A ~ 63214P ~ P
| images   = XV_kyo_236a_63214p_p_ima.png
| images   = XV_kyo_236a_63214p_p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_63214p_p_hb.png
| damage   = 60
| damage   = 60
| guard   = Mid
| guard   = Mid
Line 1,064: Line 1,080:
| input   = 236A ~ 63214K
| input   = 236A ~ 63214K
| images   = XV_kyo_236a_63214k_ima.png
| images   = XV_kyo_236a_63214k_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_63214k_hb.png
| damage   = 60
| damage   = 60
| guard   = Low
| guard   = Low
Line 1,086: Line 1,102:
| input   = 236A ~ 63214K ~ K
| input   = 236A ~ 63214K ~ K
| images   = XV_kyo_236a_63214k_k_ima.png
| images   = XV_kyo_236a_63214k_k_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_63214k_k_hb.png
| damage   = 60
| damage   = 60
| guard   = Mid
| guard   = Mid
Line 1,095: Line 1,111:
| hitadv   = Juggle
| hitadv   = Juggle
| blockadv   = -12
| blockadv   = -12
| invul   = Low Body: 8 to 18 (11 frames)
| invul   =  
| stun        = 60
| stun        = 60
| guardDamage = 100
| guardDamage = 100
Line 1,108: Line 1,124:
| input   = 236A ~ 63214K ~ P
| input   = 236A ~ 63214K ~ P
| images   = XV_kyo_j2c_ima.png
| images   = XV_kyo_j2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236a_63214k_p_hb.png
| damage   = 60
| damage   = 80
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 24
| startup   = 21
| active   = 2
| active   = 2
| recovery   = 27
| recovery   = 27
| hitadv   = Hard Knockdown (+36)
| hitadv   = Hard Knockdown (+36)
| blockadv   = -16
| blockadv   = -8
| invul   =  
| invul   =  
| stun        = 60
| stun        = 60
Line 1,130: Line 1,146:
| input   = 236C
| input   = 236C
| images   = XV_kyo_236c_ima.png
| images   = XV_kyo_236c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236c_hb.png, XV_kyo_236c2_hb.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
Line 1,139: Line 1,155:
| hitadv   = -2
| hitadv   = -2
| blockadv   = -7
| blockadv   = -7
| invul   = Upper Body Armor: 7 to 11 (5 frames)
| invul   = Mid Body Armor: 7 to 11 (5 frames)
| stun        = 40
| stun        = 40
| guardDamage = 40
| guardDamage = 40
Line 1,151: Line 1,167:
| input   = 236AC
| input   = 236AC
| images   = XV_kyo_236c_ima.png
| images   = XV_kyo_236c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236ac_hb.png, XV_kyo_236ac2_hb.png
| damage   = 90
| damage   = 90
| guard   = Mid
| guard   = Mid
Line 1,170: Line 1,186:
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 2
| orderId   = 1
| input   = 236C ~ 63214P
| input   = 236C ~ 63214P
| images   = XV_kyo_236c_63214p_ima.png
| images   = XV_kyo_236c_63214p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236c_63214p_hb.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
Line 1,194: Line 1,210:
| input   = 236AC ~ 63214P
| input   = 236AC ~ 63214P
| images   = XV_kyo_236c_63214p_ima.png
| images   = XV_kyo_236c_63214p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236ac_63214p_hb.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
Line 1,216: Line 1,232:
| input   = 236C ~ 63214P ~ 6P
| input   = 236C ~ 63214P ~ 6P
| images   = XV_kyo_236c_63214p_6p_ima.png
| images   = XV_kyo_236c_63214p_6p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236c_63214p_6p_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
Line 1,236: Line 1,252:
| input   = 236AC ~ 63214P ~ 6P
| input   = 236AC ~ 63214P ~ 6P
| images   = XV_kyo_236c_63214p_6p_ima.png
| images   = XV_kyo_236c_63214p_6p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236c_63214p_6p_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
Line 1,258: Line 1,274:
| input   = 236C ~ 63214P ~ 6P ~ 623P
| input   = 236C ~ 63214P ~ 6P ~ 623P
| images   = XV_kyo_623a_ima.png
| images   = XV_kyo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236c_63214p_6p_623p_hb.png
| damage   = 65
| damage   = 65
| guard   = Mid
| guard   = Mid
Line 1,265: Line 1,281:
| active   = 4
| active   = 4
| recovery   = 35
| recovery   = 35
| hitadv   = Soft Knockdown (+32~36)
| hitadv   = Soft Knockdown (+20~47)
| blockadv   = -20
| blockadv   = -20
| invul   =  
| invul   =  
Line 1,278: Line 1,294:
| input   = 236AC ~ 63214P ~ 6P ~ 623P
| input   = 236AC ~ 63214P ~ 6P ~ 623P
| images   = XV_kyo_623a_ima.png
| images   = XV_kyo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236c_63214p_6p_623p_hb.png
| damage   = 55
| damage   = 55
| guard   = Mid
| guard   = Mid
Line 1,301: Line 1,317:
| input   = 63214B
| input   = 63214B
| images   = XV_kyo_63214b_ima.png
| images   = XV_kyo_63214b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_63214b_hb.png, XV_kyo_63214b2_hb.png, XV_kyo_63214b3_hb.png
| damage   = 124 (30+10+90)
| damage   = 124 (30+10+90)
| guard   = Mid
| guard   = Mid
Line 1,323: Line 1,339:
| input   = 63214D
| input   = 63214D
| images   = XV_kyo_63214d_ima.png
| images   = XV_kyo_63214d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_63214d_hb.png, XV_kyo_63214d2_hb.png, XV_kyo_63214d3_hb.png
| damage   = 124 (30+10+90)
| damage   = 124 (30+10+90)
| guard   = Mid
| guard   = Mid
Line 1,345: Line 1,361:
| input   = 63214BD
| input   = 63214BD
| images   = XV_kyo_63214bd_ima.png
| images   = XV_kyo_63214bd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_63214bd_hb.png
| damage   = 170 (50+120)
| damage   = 170 (50+120)
| guard   = -
| guard   = -
Line 1,369: Line 1,385:
| input   = 214236A/C
| input   = 214236A/C
| images   = XV_kyo_2141236p_ima.png
| images   = XV_kyo_2141236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2141236p_hb.png, XV_kyo_2141236p2_hb.png, XV_kyo_2141236p3_hb.png
| damage   = 180/210/240/270
| damage   = 180/210/240/270
| guard   = Mid
| guard   = Mid
Line 1,390: Line 1,406:
| input   = 214236AC
| input   = 214236AC
| images   = XV_kyo_2141236p_ima.png
| images   = XV_kyo_2141236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2141236ac_hb.png, XV_kyo_2141236ac2_hb.png, XV_kyo_2141236ac3_hb.png
| damage   = 330/345/360/420 (110/115/120/140)*3
| damage   = 330/345/360/420 (110/115/120/140)*3
| guard   = Mid
| guard   = Mid
Line 1,413: Line 1,429:
| input   = 236236A/C
| input   = 236236A/C
| images   = XV_kyo_236236p_ima.png
| images   = XV_kyo_236236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236236p_hb.png, XV_kyo_236236p2_hb.png, XV_kyo_236236p3_hb.png
| damage   = 180/200/230/250 (80+100/120/150/170)
| damage   = 180/200/230/250 (80+100/120/150/170)
| guard   = Mid
| guard   = Mid
Line 1,421: Line 1,437:
| recovery   = 40
| recovery   = 40
| hitadv   = Hard Knockdown (+50)
| hitadv   = Hard Knockdown (+50)
| blockadv   = -19[Unblockable]
| blockadv   = -19
| invul   = Full Body: 1 to 17 (17 frames)
| invul   = Full Body: 1 to 17 (17 frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}
====236236AC====
====236236AC====
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_236236ac
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_236236ac
Line 1,434: Line 1,451:
| input   = 236236AC
| input   = 236236AC
| images   = XV_kyo_236236ac_ima.png
| images   = XV_kyo_236236ac_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_236236p_ac_hb.png, XV_kyo_236236p_ac2_hb.png
| damage   = 310 (90+100+120) / 330 (90+100+130) / 370 (90+120+160) / 430 (90+120+220)
| damage   = 310 (90+100+120) / 330 (90+100+130) / 370 (90+120+160) / 430 (90+120+220)
| guard   = Mid
| guard   = Mid
Line 1,442: Line 1,459:
| recovery   = 40
| recovery   = 40
| hitadv   = Hard Knockdown (+62)
| hitadv   = Hard Knockdown (+62)
| blockadv   = -19[Unblockable]
| blockadv   = -19
| invul   = Full Body: 1 to 14 (14 frames)
| invul   = Full Body: 1 to 14 (14 frames)
| stun        =  
| stun        =  
Line 1,457: Line 1,474:
| input   = 214236CD
| input   = 214236CD
| images   = XV_kyo_2141236cd_ima.png
| images   = XV_kyo_2141236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kyo_2141236cd_hb.png, XV_kyo_2141236cd2_hb.png
| damage   = 420 (70+60+60+30*10) Min:245
| damage   = 440 (90+60+60+30*10) Min:255
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  

Latest revision as of 03:31, 2 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

c.A

Kyo Kusanagi
kyo_cla
c.A
c.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand428+5+3-3060


c.B

Kyo Kusanagi
kyo_clb
c.B
c.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand52130-2-3060


c.C

Kyo Kusanagi
kyo_clc
c.C
c.C
close C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand4319-1-3-70120


c.D

Kyo Kusanagi
kyo_cld
c.D
c.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand6220-1-3-70120


Far Standing Normals

f.A

Kyo Kusanagi
kyo_sta
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial6214-1-3-3060


f.B

Kyo Kusanagi
kyo_stb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper62130-2-3060


f.C

Kyo Kusanagi
kyo_stc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial10319-1-3-70120


f.D

Kyo Kusanagi
kyo_std
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midsuper8420-3-5Low: 8 to 17 (10 Frames)70120


Crouch Normals

2A

Kyo Kusanagi
kyo_cra
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand439+3+1-3060


2B

Kyo Kusanagi
kyo_crb
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowsuper5310+20-3060


2C

Kyo Kusanagi
kyo_crc
2C
2C
crouch C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7419-2-4-70120


2D

Kyo Kusanagi
kyo_crd
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand7423Soft Knockdown (+22)-8-70120


Jump Normals

h.A

Kyo Kusanagi
kyo_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-451 on ground---3050


j.A

Kyo Kusanagi
kyo_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-451 on ground---3060


h.B

Kyo Kusanagi
kyo_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-591 on ground---3050


j.B

Kyo Kusanagi
kyo_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-5101 on ground---3060


h.C

Kyo Kusanagi
kyo_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-681 on ground---70100


j.C

Kyo Kusanagi
kyo_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-681 on ground---70120


h.D

Kyo Kusanagi
kyo_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-851 on ground---70100


j.D

Kyo Kusanagi
kyo_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-851 on ground---70120


Command Normals

Ge Shiki • Gofu Yo

Kyo Kusanagi
kyo_6B
6B
6B
Ge Shiki • Gofu Yo


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75 [35]Highsuper [special]23 [15]221 [18]-2 [+1]-4 [-1]-80 [40]110 [60]


88 Shiki

Kyo Kusanagi
kyo_3D
6B
6B
88 Shiki



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (30+40)Low [ Mid ]special(1), super7 [11]2 (6) 221-8-10-30+4030+40


Geshiki Naraku Otoshi

Kyo Kusanagi
kyo_j.2C
j.2C
j.2C
Geshiki Naraku Otoshi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-1241 on the ground if the move lands before activation. 5 on the ground if the move lands during and after activation.+3~+13-3~+7-8060


Blowback

Blowback

Kyo Kusanagi
kyo_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midcommand16520Wall Splat HKD (Ground hit [+75 - +92]) / Soft Knockdown (Air hit [≥+33 - +77])-2 (+2)-100160


Shatter Strike

Kyo Kusanagi
kyo_qcf+cd
qcf+CD
qcf+CD
ShatterStrike

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


Advance Strike

Kyo Kusanagi
kyo_qcb+cd
qcb+CD
qcb+CD
AdvanceStrike

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


h.CD

Kyo Kusanagi
kyo_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1461 on groundSoft Knockdown--80120


jump CD

Kyo Kusanagi
kyo_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1481 on groundSoft Knockdown--80140


Rush

Rush 1

Kyo Kusanagi
kyo_rush1
c.AA
c.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush9---5-7-30120 (60+60)


Rush 2

Kyo Kusanagi
kyo_rush2
c.AAX
c.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush6---6-8-30180 (60+60+60)


Throws

Hatsugane

Kyo Kusanagi
kyo_cthrow
4/6C
4/6C
Hatsugane
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+22)Unblockable-0-


Issetsu Seoi Nage

Kyo Kusanagi
kyo_dthrow
4/6D
4/6D
Issetsu Seoi Nage
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (50+50)--110Hard Knockdown (+30)Unblockable-0-


Specials

100 Shiki • Oniyaki

623A

Kyo Kusanagi
kyo_dp+a
623A
623A
100 Shiki • Oniyaki


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (55+25)Midsuper(1)44, (1), 442Soft Knockdown (+23)-27Full body against non-projectile air moves: 1 to 5 (5 frames)50+2060+30


623C

Kyo_Kusanagi
kyo_dp+c
623C
623C
100 Shiki • Oniyaki


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
135 (80+30+30)Midsuper(1)73, 6, 648Soft Knockdown (+16)-35Full Body: 1 to 10 (10 Frames)40+20+2060+40+40


623AC

Kyo Kusanagi
kyo_dp+ac
623AC
623AC
100 Shiki • Oniyaki



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170~200 (40+15*9+40)Mid-43, 3, 3, 3, 3, 3, 3, 3, 3, 353Soft Knockdown (+10)-45Full Body: 1 to 9 (9 Frames)060+30+30+20


R.E.D. Kick

4214B

Kyo Kusanagi
kyo_4214B
4124B
4124B
R.E.D. Kick


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-19618Hard KND-4~0-100100


4214D

Kyo Kusanagi
kyo_4214D
4124D
4124D
R.E.D. Kick


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130Mid-30814Hard KND1~+3-150120


4214BD

Kyo Kusanagi
kyo_4214BD
4124BD
4124BD
R.E.D. Kick


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-15716Bounce-9~-3-0100


75 Shiki • Kai

236B

Kyo Kusanagi
kyo_236b
236B
236B
75 Shiki • Kai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-15430-19-21-4040


236D

Kyo Kusanagi
kyo_236d
236D
236D
75 Shiki • Kai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-20529Soft Knockdown (+20)-21-4040


236BD

Kyo Kusanagi
kyo_236bd
236BD
236BD
75 Shiki • Kai

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-103 (6) 419Soft Knockdown-6 (Stand Block) / -13 (Crouch Block 1st hit)-4080


75 Shiki • Kai (Follow Up)

236B,K

Kyo Kusanagi
kyo_236bk
236B,K
236B,K
75 Shiki • Kai (Follow Up)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-6914-19-6-4040


236D,D

Kyo Kusanagi
kyo_236dk
236D,K
236D,K
75 Shiki • Kai (Follow Up)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-6914Juggle-6--40


114 Shiki • Aragami

Kyo Kusanagi
kyo_qcf+A
236A
236A
114 Shiki • Aragami


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper11621-6-8Mid Body Armor: 5 to 6 (2 frames)3030


128 Shiki • Konokizu

Kyo Kusanagi
kyo_236A~236P
236A ~ 236P
236A ~ 236P
128 Shiki • Konokizu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Midsuper9825Soft Knockdown (+21)-14-4040


127 Shiki • Yanosabi

Kyo Kusanagi
kyo_236A~236P~P
236A ~ 236P ~ P
236A ~ 236P ~ P
127 Shiki • Yanosabi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-12327Hard Knockdown (+38)-11-6060


125 Shiki • Nanase

Kyo Kusanagi
kyo_236A~236P~K
236A ~ 236P ~ K
236A ~ 236P ~ K
127 Shiki • Nanase
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-12622Soft Knockdown (+38)-9-4060


127 Shiki • Yanosabi (2)

Kyo Kusanagi
kyo_236A~63214P
236A ~ 63214P
236A ~ 63214P
127 Shiki • Yanosabi (2)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-24427Hard Knockdown-14-6060


212 Shiki • Kototsuki Yo (2)

Kyo Kusanagi
kyo_236A~63214P~63214K
236A ~ 63214P ~ 63214K
236A ~ 63214P ~ 63214K
212 Shiki • Kototsuki Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 (10+80)Mid-5333Hard Knockdown-17--0


Ge-Shiki • Migari Ugachi

Kyo Kusanagi
kyo_236A~63214P~P
236A ~ 63214P ~ P
236A ~ 63214P ~ P
Ge-Shiki • Migari Ugachi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-16530Hard Knockdown-16-6060


124 Shiki • Munotsuchi

Kyo Kusanagi
kyo_236A~63214K
236A ~ 63214K
236A ~ 63214K
124 Shiki • Munotsuchi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Low-21229Soft Knockdown-12-6060


427 Shiki • Hikigane

Kyo Kusanagi
kyo_236A~63214K~K
236A ~ 63214K ~ K
236A ~ 63214K ~ K
427 Shiki • Hikigane
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-21225Juggle-12-60100


Ge-Shiki • Tsurubeotoshi

Kyo Kusanagi
kyo_236A~63214K~P
236A ~ 63214K ~ P
236A ~ 63214K ~ P
Ge-Shiki • Tsurubeotoshi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-21227Hard Knockdown (+36)-8-6060


115 Shiki • Dokugami

Kyo Kusanagi
kyo_236C
236C
236C
115 Shiki: Dokugami

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper18620-2-7Mid Body Armor: 7 to 11 (5 frames)4040



Kyo Kusanagi
kyo_236AC
236AC
236AC
115 Shiki: Dokugami

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-18516+0-2Upper Body Armor: 3 to 12 (10 frames)-40


401 Shiki • Tsumiyomi

Kyo Kusanagi
kyo_236C~63214P
236C ~ 63214P
236C ~ 63214P
401 Shiki • Tsumiyomi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midsuper10329-11-13-3030



Kyo Kusanagi
kyo_236AC~63214P
236AC ~ 63214P
236AC ~ 63214P
401 Shiki • Tsumiyomi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-10323-5-7--40


402 Shiki • Batsuyomi

Kyo Kusanagi
kyo_236C~63214P~6P
236C ~ 63214P ~ 6P
236C ~ 63214P ~ 6P
401 Shiki • Batsuyomi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-14336Soft Knockdown (+26~+27)-20-4040



Kyo Kusanagi
kyo_236AC~63214P~6P
236AC ~ 63214P ~ 6P
236AC ~ 63214P ~ 6P
401 Shiki • Batsuyomi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-14336Soft Knockdown (+26)-20--40


100 Shiki • Oniyaki (2)

Kyo Kusanagi
kyo_236C~63214P~6P~623P
236C ~ 63214P ~ 6P ~ 623P
236C ~ 63214P ~ 6P ~ 623P
100 Shiki • Oniyaki (2)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-6435Soft Knockdown (+20~47)-20--40



Kyo Kusanagi
kyo_236AC~63214P~6P~623P
236AC ~ 63214P ~ 6P ~ 623P
236AC ~ 63214P ~ 6P ~ 623P
100 Shiki • Oniyaki (2)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
55Mid-6435Soft Knockdown (+32~35)-20--40


212 Shiki • Kototsuki Yo

63214B

Kyo Kusanagi
kyo_63214B
63214B
63214B
212 Shiki • Kototsuki Yo


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
124 (30+10+90)Midsuper15 (4+11?)327Hard Knockdown (+40)-11Low Body: 1 to 14 (14 Frames - Earliest active attack)-0


63214D

Kyo Kusanagi
kyo_63214D
63214D
63214D
212 Shiki • Kototsuki Yo


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
124 (30+10+90)Midsuper15 (4+11?)327Hard Knockdown (+40)-11Low Body after opponent is in proximity box.-0


63214BD

Kyo Kusanagi
kyo_63214BD
63214BD
63214BD
212 Shiki • Kototsuki Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170 (50+120)--3139KND (+40)UnblockableFull Body 3 (1 Frame)-0


Supers

Ura 108 Shiki • Orochinagi

214236A/C

Kyo Kusanagi
kyo_214236p
214236A/C
214236A/C
Ura 108 Shiki • Orochinagi


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180/210/240/270Midadvanced, climax23[99]1030Hard Knockdown (+58)-21Full Body: 1 to 3 ( 3 frames)/ Upper Body: 4 to 18 (15 frames)/ Upper Body during charge.--


214236AC

Kyo Kusanagi
kyo_214236ac
214236AC
214236AC
Ura 108 Shiki • Orochinagi


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330/345/360/420 (110/115/120/140)*3Midclimax10[104]1030Hard Knockdown (+62)-17Full Body: 1 to 9 (9 frames), Upper Body during charge.--


182 Shiki

236236A/C

Kyo Kusanagi
kyo_236236p
236236A/C
236236A/C
182 Shiki


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180/200/230/250 (80+100/120/150/170)Midadvanced, climax13[130]2 (18) 240Hard Knockdown (+50)-19Full Body: 1 to 17 (17 frames)--


236236AC

Kyo Kusanagi
kyo_236236ac
236236AC
236236AC
182 Shiki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
310 (90+100+120) / 330 (90+100+130) / 370 (90+120+160) / 430 (90+120+220)Midclimax7[127]2 (18) 240Hard Knockdown (+62)-19Full Body: 1 to 14 (14 frames)--


Climax Super

214236cd

Kyo Kusanagi
kyo_214236cd
214236CD
214236CD
Ura 1212 Shiki • Yakumo

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
440 (90+60+60+30*10) Min:255Mid-112045Hard Knockdown (+35)-24~-5Full Body: 1 to 16 (16 frames)--