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Samurai Shodown VI/Gen-An/Data: Difference between revisions
< Samurai Shodown VI | Gen-An
Toast Rider (talk | contribs) →Hell's Slaughterhouse Tumble: corrected invul data |
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(9 intermediate revisions by 2 users not shown) | |||
Line 49: | Line 49: | ||
| stblockadv= -36 | | stblockadv= -36 | ||
| crblockadv= -31 | | crblockadv= -31 | ||
| cancel = | | cancel = No | ||
| deflect = Yes | | deflect = Yes | ||
| invul = | | invul = | ||
Line 86: | Line 86: | ||
| crblockadv= -3 | | crblockadv= -3 | ||
| cancel = Recoil | | cancel = Recoil | ||
| deflect = | | deflect = Yes | ||
| invul = | | invul = | ||
| unarmed = | | unarmed = | ||
Line 104: | Line 104: | ||
| crblockadv= -15 | | crblockadv= -15 | ||
| cancel = Recoil | | cancel = Recoil | ||
| deflect = | | deflect = Yes | ||
| invul = | | invul = | ||
| unarmed = | | unarmed = | ||
Line 195: | Line 195: | ||
| crblockadv= -3 | | crblockadv= -3 | ||
| cancel = Recoil, Special | | cancel = Recoil, Special | ||
| deflect = | | deflect = Yes | ||
| invul = | | invul = | ||
| unarmed = | | unarmed = | ||
Line 231: | Line 231: | ||
| stblockadv= -8 | | stblockadv= -8 | ||
| crblockadv= -3 | | crblockadv= -3 | ||
| cancel = | | cancel = Special | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = | ||
Line 433: | Line 433: | ||
| cancel = CS2 | | cancel = CS2 | ||
| deflect = Yes | | deflect = Yes | ||
| invul = | | invul = Throw | ||
| unarmed = | | unarmed = | ||
| display = 350px | | display = 350px | ||
Line 506: | Line 506: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
| cancel = | | cancel = Samurai Drive | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = | ||
Line 527: | Line 527: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
| cancel = | | cancel = Samurai Drive | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = | ||
Line 548: | Line 548: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
| cancel = | | cancel = Samurai Drive | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = | ||
Line 570: | Line 570: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
Line 591: | Line 591: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
Line 612: | Line 612: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
Line 625: | Line 625: | ||
====u623A==== | ====u623A==== | ||
{{MoveData-SSVI | character = Gen-An | moveId = genan_u623a | {{MoveData-SSVI | character = Gen-An | moveId = genan_u623a | ||
| name = Slaughterhouse Tumble | | name = Slaughterhouse Tumble (Unarmed) | ||
| header = yes | | header = yes | ||
| version = | | version = A | ||
| orderId = 4 | | orderId = 4 | ||
| input = u623S | | input = u623S | ||
Line 634: | Line 634: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
Line 646: | Line 646: | ||
====u623B==== | ====u623B==== | ||
{{MoveData-SSVI | character = Gen-An | moveId = genan_u623b | {{MoveData-SSVI | character = Gen-An | moveId = genan_u623b | ||
| name = Slaughterhouse Tumble | | name = Slaughterhouse Tumble (Unarmed) | ||
| header = no | | header = no | ||
| version = B | | version = B | ||
| orderId = | | orderId = 5 | ||
| input = u623S | | input = u623S | ||
| images = SSVI_Gen-An_Slaughterhouse_Tumble.png | | images = SSVI_Gen-An_Slaughterhouse_Tumble.png | ||
Line 655: | Line 655: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
Line 667: | Line 667: | ||
====u623C==== | ====u623C==== | ||
{{MoveData-SSVI | character = Gen-An | moveId = genan_u623c | {{MoveData-SSVI | character = Gen-An | moveId = genan_u623c | ||
| name = Slaughterhouse Tumble | | name = Slaughterhouse Tumble (Unarmed) | ||
| header = no | | header = no | ||
| version = | | version = C | ||
| orderId = 6 | | orderId = 6 | ||
| input = u623S | | input = u623S | ||
Line 676: | Line 676: | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
| hitadv = | | hitadv = SKD | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
Line 806: | Line 806: | ||
| cancel = | | cancel = | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = | ||
| unarmed = | | unarmed = | ||
| display = 350px | | display = 350px | ||
Line 862: | Line 862: | ||
| stblockadv= | | stblockadv= | ||
| crblockadv= | | crblockadv= | ||
| cancel = | | cancel = | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = Yes | ||
| unarmed = | | unarmed = | ||
| display = 350px | | display = 350px |
Latest revision as of 18:08, 16 November 2023
Normals
Far Slashes
5A
Gen-An genan_5a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
4 | Mid | 5 | 0 | -2 | +3 | Recoil | Yes | - | No |
5B
Gen-An genan_5b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
14 | Mid | 9 | -9 | -8 | -3 | Recoil | Yes | - | No |
5C
Gen-An genan_5c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
40 | Mid | 15 | -5~-4 | -36 | -31 | No | Yes | - | No |
2A
Gen-An genan_2a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
4 | Mid | 8 | -10 | -2 | +3 | Recoil | Yes | - | No |
2B
Gen-An genan_2b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
14 | Mid | 10 | -10 | -8 | -3 | Recoil | Yes | - | No |
2C
Gen-An genan_2c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
2C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
37 | Mid | 17 | +12~+13 | -20 | -15 | Recoil | Yes | - | No |
Near Slashes
n5A
Gen-An genan_n5a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | 5 | -1 | -2 | +3 | Recoil | Yes | - | No |
n5B
Gen-An genan_n5b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | 10 | 0 | -8 | -3 | Recoil, Special | Yes | - | No |
n5C
Gen-An genan_n5c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
34 | Mid | 14 | +13~+14 | -20 | -15 | Recoil, Special | Yes | - | No |
n2A
Gen-An genan_n2a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n2A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | 5 | -1 | -2 | +3 | Recoil | Yes | - | No |
n2B
Gen-An genan_n2b | |||||||||||
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n2B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | 10 | -1 | -8 | -3 | Recoil, Special | Yes | - | No |
Kicks
5D
Gen-An genan_5d | |||||||||||
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5D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | 9 | -9 | -8 | -3 | Special | No | - | Both |
6D
Gen-An genan_6d | |||||||||||
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6D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
9 | Mid | 8 | SKD | -8 | -3 | Special | No | - | Both |
2D
Gen-An genan_2d | |||||||||||
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2D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Low | 5 | 0 | - | +1 | Special | No | - | Both |
3D
Gen-An genan_3d | |||||||||||
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3D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
9 | Low | 7 | SKD | - | -14 | Special | No | - | Both |
Air Normals
jA
Gen-An genan_ja | |||||||||||
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jA | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7 | High | 6 | - | - | - | No | No | - | No |
jB
Gen-An genan_jb | |||||||||||
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jB | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
13 | High | 8 | - | - | - | No | No | - | No |
jC
Gen-An genan_jc | |||||||||||
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jC | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
26 | High | 14 | - | - | - | No | No | - | No |
jD
Gen-An genan_jd | |||||||||||
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jD | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | High | 16 | - | - | - | No | No | - | Both |
Unarmed Normals
u5S
Gen-An genan_u5s | |||||||||||
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u5S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
4 | Mid | - | - | - | - | No | No | - | Yes |
u2S
Gen-An genan_u2s | |||||||||||
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u2S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | - | - | - | - | No | No | - | Yes |
juS
Gen-An genan_jus | |||||||||||
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juS | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
4 | High | - | - | - | - | No | No | - | Yes |
Hyper Slash
Gen-An genan_hs | |||||||||||
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A+B
A+B Hyper Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
54 | Mid | 26 | SKD | -56 | -46 | No | Disarm | - | No |
Continuous Slash
Gen-An genan_cs | |||||||||||
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A+B
A+B Continuous Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6, 22 (CS1-3), 45 (CS4) | Mid | 11 | - | -20 | -15 | CS2 | Yes | Throw | No |
Command Normals
4D
Gen-An genan_4d | |||||||||||
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4D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | High | 18 | -9 | - | - | No | No | - | Both |
Triangle Jump
Gen-An genan_tj | |||||||||||
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j9 near wall
j9 near wall Triangle Jump | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | - | - | - | No |
Triangle Get Off
Gen-An genan_tgo | |||||||||||
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j3 near wall
j3 near wall Triangle Get Off | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | - | - | - | No |
Special Moves
Poison Cloud Puff
236A
Gen-An genan_236a | |||||||||||
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236S
236S Poison Cloud Puff | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3 | Mid | - | SKD | - | - | Samurai Drive | No | - | Both |
236B
Gen-An genan_236b | |||||||||||
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236S
236S Poison Cloud Puff | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3 | Mid | - | SKD | - | - | Samurai Drive | No | - | Both |
236C
Gen-An genan_236c | |||||||||||
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236S
236S Poison Cloud Puff | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3 | Mid | - | SKD | - | - | Samurai Drive | No | - | Both |
Slaughterhouse Tumble
623A
Gen-An genan_623a | |||||||||||
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623S
623S Slaughterhouse Tumble | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6+6 | Mid | - | SKD | - | - | Samurai Drive | No | - | No |
623B
Gen-An genan_623b | |||||||||||
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623S
623S Slaughterhouse Tumble | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
9+9 | Mid | - | SKD | - | - | Samurai Drive | No | - | No |
623C
Gen-An genan_623c | |||||||||||
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623S
623S Slaughterhouse Tumble | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
11+8 | Mid | - | SKD | - | - | Samurai Drive | No | - | No |
Slaughterhouse Tumble (Unarmed)
u623A
Gen-An genan_u623a | |||||||||||
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u623S
u623S Slaughterhouse Tumble (Unarmed) | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3+4 | Mid | - | SKD | - | - | - | No | - | Yes |
u623B
Gen-An genan_u623b | |||||||||||
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u623S
u623S Slaughterhouse Tumble (Unarmed) | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
4+4 | Mid | - | SKD | - | - | - | No | - | Yes |
u623C
Gen-An genan_u623c | |||||||||||
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u623S
u623S Slaughterhouse Tumble (Unarmed) | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6+4 | Mid | - | SKD | - | - | - | No | - | Yes |
Talon Grab
63214D
Gen-An genan_63214d | |||||||||||
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63214D
63214D Talon Grab | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | - | - | - | - | No | No | - | No |
Wall Stick
Reverse Jump
Gen-An genan_214s | |||||||||||
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214S
214S Reverse Jump | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | - | - | - | No |
Stick on Wall
Gen-An genan_214shold | |||||||||||
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[S]
[S] Stick on Wall | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | - | - | - | No |
Get off from Wall
Gen-An genan_214sd | |||||||||||
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D
D Get off from Wall | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | - | No | - | Both |
Stick on Wall
Gen-An genan_214srelease | |||||||||||
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]S[
]S[ Stick on Wall | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | - | - | - | No |
Head Cutter
Gen-An genan_214ss | |||||||||||
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S
S Head Cutter | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | SKD | - | - | - | No | - | No |
Toy Transformation
321421E (II)
Gen-An genan_toy | |||||||||||
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321421E (II)
321421E (II) Toy Transformation | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | Special | No | Yes | No |
Supers
M.D.C. (Magic Diving Claw)
236AB
Gen-An genan_236ab | |||||||||||
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236AB
236AB M.D.C. (Magic Diving Claw) | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
46 | Mid | - | HKD | - | - | No | No | - | No |
Hell's Slaughterhouse Tumble
632146BC (II), 236BC (VI)
Gen-An genan_sm | |||||||||||
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632146BC (II), 236BC (VI)
632146BC (II), 236BC (VI) Hell's Slaughterhouse Tumble | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
0+1+0+1+0+1+9+22 | Mid | - | HKD | - | - | - | No | Yes | No |