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Samurai Shodown VI/Suija/Data: Difference between revisions

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Jer (talk | contribs)
Created page with "{{CharNavbox SSVI}} ==Normals== ===Far Slashes=== ====5A==== {{MoveData-SSVI | character = Suija | moveId = suija_5a | name = 5A | input = | images = ssvi_suija_5a.png | damage = | guard = Mid | startup = 7 | hitadv = -3 | stblockadv= -7 | crblockadv= -3 | cancel = Special | deflect = Yes | invul = | unarmed = | display = 350px }} ====5B==== {{MoveData-SSVI | character = Suija | moveId = suija_5b | name = 5B | input = | images = ssvi_suija_5a.png | damage =..."
 
Jer (talk | contribs)
 
(6 intermediate revisions by the same user not shown)
Line 7: Line 7:
| input =  
| input =  
| images = ssvi_suija_5a.png
| images = ssvi_suija_5a.png
| damage =  
| damage = 6
| guard = Mid
| guard = Mid
| startup = 7
| startup = 7
Line 17: Line 17:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 24: Line 24:
| name = 5B
| name = 5B
| input =  
| input =  
| images = ssvi_suija_5a.png
| images = ssvi_suija_5b.png
| damage =  
| damage = 19
| guard = Mid
| guard = Mid
| startup = 11
| startup = 11
Line 35: Line 35:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 42: Line 42:
| name = 5C
| name = 5C
| input =  
| input =  
| images = ssvi_suija_5a.png
| images = ssvi_suija_5c.png
| damage =  
| damage = 31
| guard = Mid
| guard = Mid
| startup = 18
| startup = 18
Line 49: Line 49:
| stblockadv= -24
| stblockadv= -24
| crblockadv= -19
| crblockadv= -19
| cancel =  
| cancel = Kara
| deflect = Yes
| deflect = Yes
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 61: Line 61:
| input =  
| input =  
| images = ssvi_suija_2a.png
| images = ssvi_suija_2a.png
| damage =  
| damage = 6
| guard = Mid
| guard = Mid
| startup = 7
| startup = 7
Line 71: Line 71:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 79: Line 79:
| input =  
| input =  
| images = ssvi_suija_2b.png
| images = ssvi_suija_2b.png
| damage =  
| damage = 19
| guard = Low
| guard = Mid
| startup = 12
| startup = 12
| hitadv = -1
| hitadv = -1
Line 89: Line 89:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 97: Line 97:
| input =  
| input =  
| images = ssvi_suija_2c.png
| images = ssvi_suija_2c.png
| damage =  
| damage = 36
| guard = Mid
| guard = Mid
| startup = 15
| startup = 15
Line 107: Line 107:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 116: Line 116:
| input =  
| input =  
| images = ssvi_suija_n5b.png
| images = ssvi_suija_n5b.png
| damage =  
| damage = 13
| guard = Mid
| guard = Mid
| startup = 13
| startup = 13
Line 126: Line 126:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 134: Line 134:
| input =  
| input =  
| images = ssvi_suija_n5c.png
| images = ssvi_suija_n5c.png
| damage =  
| damage = 36
| guard = Mid
| guard = Mid
| startup = 15
| startup = 15
Line 144: Line 144:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 153: Line 153:
| input =  
| input =  
| images = ssvi_suija_5d.png
| images = ssvi_suija_5d.png
| damage =  
| damage = 9
| guard = Mid
| guard = Mid
| startup = 13
| startup = 13
Line 159: Line 159:
| stblockadv= -15
| stblockadv= -15
| crblockadv= -10
| crblockadv= -10
| cancel = Kara
| cancel = Kara, Special
| deflect = No
| deflect = No
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
}}


Line 171: Line 171:
| input =  
| input =  
| images = ssvi_suija_6d.png
| images = ssvi_suija_6d.png
| damage =  
| damage = 11
| guard = Low
| guard = Low
| startup = 20
| startup = 20
Line 181: Line 181:
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
}}


Line 189: Line 189:
| input =  
| input =  
| images = ssvi_suija_2d.png
| images = ssvi_suija_2d.png
| damage =  
| damage = 3
| guard = Low
| guard = Low
| startup = 5
| startup = 5
Line 199: Line 199:
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
}}


Line 207: Line 207:
| input =  
| input =  
| images = ssvi_suija_3d.png
| images = ssvi_suija_3d.png
| damage =  
| damage = 11
| guard = Low
| guard = Low
| startup = 14
| startup = 14
Line 217: Line 217:
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
}}


Line 226: Line 226:
| input =  
| input =  
| images = ssvi_suija_5a.png
| images = ssvi_suija_5a.png
| damage =  
| damage = 11
| guard = Mid
| guard = Mid
| startup = 15
| startup = 15
Line 236: Line 236:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 244: Line 244:
| input =  
| input =  
| images = ssvi_suija_njb.png
| images = ssvi_suija_njb.png
| damage =  
| damage = 20
| guard = High
| guard = High
| startup = 31
| startup = 31
Line 254: Line 254:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 262: Line 262:
| input =  
| input =  
| images = ssvi_suija_5c.png
| images = ssvi_suija_5c.png
| damage =  
| damage = 23
| guard = Mid
| guard = Mid
| startup = 13
| startup = 13
Line 272: Line 272:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 280: Line 280:
| input =  
| input =  
| images = ssvi_suija_3d.png
| images = ssvi_suija_3d.png
| damage =  
| damage = 13
| guard = Low
| guard = Low
| startup = 8
| startup = 8
Line 290: Line 290:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 299: Line 299:
| input =  
| input =  
| images = ssvi_suija_nja.png
| images = ssvi_suija_nja.png
| damage =  
| damage = 10
| guard = High
| guard = High
| startup = 6
| startup = 6
Line 309: Line 309:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 317: Line 317:
| input =  
| input =  
| images = ssvi_suija_2a.png
| images = ssvi_suija_2a.png
| damage =  
| damage = 10
| guard = High
| guard = High
| startup = 8
| startup = 8
Line 327: Line 327:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 335: Line 335:
| input =  
| input =  
| images = ssvi_suija_njb.png
| images = ssvi_suija_njb.png
| damage =  
| damage = 16
| guard = High
| guard = High
| startup = 16
| startup = 16
Line 345: Line 345:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 353: Line 353:
| input =  
| input =  
| images = ssvi_suija_jb.png
| images = ssvi_suija_jb.png
| damage =  
| damage = 16
| guard = High
| guard = High
| startup = 9
| startup = 9
Line 363: Line 363:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 371: Line 371:
| input =  
| input =  
| images = ssvi_suija_jc.png
| images = ssvi_suija_jc.png
| damage =  
| damage = 27
| guard = High
| guard = High
| startup = 16
| startup = 16
Line 381: Line 381:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 389: Line 389:
| input =  
| input =  
| images = ssvi_suija_jd.png
| images = ssvi_suija_jd.png
| damage =  
| damage = 9
| guard = High
| guard = High
| startup = 8
| startup = 8
Line 399: Line 399:
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
}}


Line 408: Line 408:
| input =  
| input =  
| images = ssvi_suija_u5s.png
| images = ssvi_suija_u5s.png
| damage =  
| damage = 6
| guard = Mid
| guard = Mid
| startup =  
| startup =  
Line 418: Line 418:
| invul =  
| invul =  
| unarmed = Yes
| unarmed = Yes
| display = 350px
| display =  
}}
}}


Line 426: Line 426:
| input =  
| input =  
| images = ssvi_suija_u2s.png
| images = ssvi_suija_u2s.png
| damage =  
| damage = 6
| guard = Mid
| guard = Mid
| startup =  
| startup =  
Line 436: Line 436:
| invul =  
| invul =  
| unarmed = Yes
| unarmed = Yes
| display = 350px
| display =  
}}
}}


Line 444: Line 444:
| input =  
| input =  
| images = ssvi_suija_u5s.png
| images = ssvi_suija_u5s.png
| damage =  
| damage = 11
| guard = Mid
| guard = Mid
| startup =  
| startup =  
Line 454: Line 454:
| invul =  
| invul =  
| unarmed = Yes
| unarmed = Yes
| display = 350px
| display =  
}}
}}


Line 462: Line 462:
| input =  
| input =  
| images = ssvi_suija_u2s.png
| images = ssvi_suija_u2s.png
| damage =  
| damage = 9
| guard = High
| guard = High
| startup =  
| startup =  
Line 472: Line 472:
| invul =  
| invul =  
| unarmed = Yes
| unarmed = Yes
| display = 350px
| display =  
}}
}}


Line 490: Line 490:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 508: Line 508:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 527: Line 527:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 545: Line 545:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
 
===Sickle Moon===
====j2D====
{{MoveData-SSVI | character = Suija | moveId = suija_j2d
| name = Sickle Moon
| input = j2D
| images = ssvi_suija_j2d.png
| damage = 11
| guard = High
| startup =
| hitadv =
| stblockadv=
| crblockadv=
| cancel = No
| deflect = No
| invul =
| unarmed = Both
| display =
}}
}}


Line 558: Line 577:
| input = j1236S
| input = j1236S
| images = ssvi_suija_j1236s.png
| images = ssvi_suija_j1236s.png
| damage =  
| damage = 24
| guard = Mid
| guard = High
| startup =  
| startup =  
| hitadv =  
| hitadv = SKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
Line 568: Line 587:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 579: Line 598:
| input = j1236S
| input = j1236S
| images = ssvi_suija_j1236s.png
| images = ssvi_suija_j1236s.png
| damage =  
| damage = 24
| guard = Mid
| guard = High
| startup =  
| startup =  
| hitadv =  
| hitadv = SKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
Line 589: Line 608:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 600: Line 619:
| input = j1236S
| input = j1236S
| images = ssvi_suija_j1236s.png
| images = ssvi_suija_j1236s.png
| damage =  
| damage = 24
| guard = Mid
| guard = High
| startup =  
| startup =  
| hitadv =  
| hitadv = SKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
Line 610: Line 629:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


===Moon Of Death===
===Moon Of Death===
====j214D====
====j214D====
{{MoveData-SSVI | character = Suija | moveId = suija_j214s
{{MoveData-SSVI | character = Suija | moveId = suija_j214d
| name = Moon Of Death
| name = Moon Of Death
| input = 214S
| input = j214D
| images = ssvi_suija_j214d.png
| images = ssvi_suija_j214d.png
| damage =  
| damage = 29
| guard = Mid
| guard = High
| startup =  
| startup =  
| hitadv =  
| hitadv = HKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
Line 629: Line 648:
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
}}


Line 651: Line 670:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 672: Line 691:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 693: Line 712:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 705: Line 724:
| input = j421S
| input = j421S
| images = ssvi_suija_j421s.png
| images = ssvi_suija_j421s.png
| damage =  
| damage = 14
| guard = Mid
| guard = Mid
| startup =  
| startup =  
Line 715: Line 734:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 726: Line 745:
| input = j421S
| input = j421S
| images = ssvi_suija_j421s.png
| images = ssvi_suija_j421s.png
| damage =  
| damage = 11+9
| guard = Mid
| guard = Mid
| startup =  
| startup =  
Line 736: Line 755:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 747: Line 766:
| input = j421S
| input = j421S
| images = ssvi_suija_j421s.png
| images = ssvi_suija_j421s.png
| damage =  
| damage = 11+6+6
| guard = Mid
| guard = Mid
| startup =  
| startup =  
Line 757: Line 776:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 766: Line 785:
| input = j236D
| input = j236D
| images = ssvi_suija_j236d.png
| images = ssvi_suija_j236d.png
| damage =  
| damage = 14
| guard = Low
| guard = High
| startup =  
| startup =  
| hitadv =  
| hitadv = SKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
Line 776: Line 795:
| invul =  
| invul =  
| unarmed = Both
| unarmed = Both
| display = 350px
| display =  
}}
 
===Sickle Moon===
====j2D====
{{MoveData-SSVI | character = Suija | moveId = suija_j2d
| name = Sickle Moon
| input = j2D
| images = ssvi_suija_j2d.png
| damage =
| guard = Low
| startup =
| hitadv =
| stblockadv=
| crblockadv=
| cancel = No
| deflect = No
| invul =
| unarmed = Both
| display = 350px
}}
}}


Line 819: Line 819:
==Supers==
==Supers==
===Heavenly Field Of Moon===
===Heavenly Field Of Moon===
====236AB====
====j236AB====
{{MoveData-SSVI | character = Suija | moveId = suija_236ab
{{MoveData-SSVI | character = Suija | moveId = suija_j236ab
| name = Heavenly Field Of Moon
| name = Heavenly Field Of Moon
| input = 236AB
| input = j236AB
| images = ssvi_suija_j236ab.png
| images = ssvi_suija_j236ab.png
| damage =  
| damage = 8(1)+38
| guard = Mid
| guard = Mid
| startup =  
| startup =  
| hitadv =  
| hitadv = HKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
Line 834: Line 834:
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


Line 843: Line 843:
| input = j2142143BC (II), j236BC (VI)
| input = j2142143BC (II), j236BC (VI)
| images = ssvi_suija_j1236s.png
| images = ssvi_suija_j1236s.png
| damage =  
| damage = 20(4)
| guard = Mid
| guard = High
| startup =  
| startup =  
| hitadv =  
| hitadv = HKD
| stblockadv=  
| stblockadv=  
| crblockadv=  
| crblockadv=  
| cancel =  
| cancel = No
| deflect = No
| deflect = No
| invul =  
| invul =  
| unarmed =  
| unarmed =  
| display = 350px
| display =  
}}
}}


{{CharNavbox SSVI}}
{{CharNavbox SSVI}}
{{Navbox SS6}}
{{Navbox SS6}}

Latest revision as of 06:28, 13 February 2023

Samurai Shodown VI

OverviewDataReplays

Normals

Far Slashes

5A

Suija
suija_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.
6Mid7-3-7-3SpecialYes-No


5B

Suija
suija_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.
19Mid11-8-8-3RecoilYes-No


5C

Suija
suija_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.
31Mid18SKD-24-19KaraYes-No


2A

Suija
suija_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.
6Mid7-4-8-3SpecialYes-No


2B

Suija
suija_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.
19Mid12-1-8-3Recoil, SpecialNo-No


2C

Suija
suija_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.
36Mid15SKD-20-15Recoil, SpecialNo-No


Near Slashes

n5B

Suija
suija_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.
13Mid13-6-8-3Recoil, SpecialYes-No


n5C

Suija
suija_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.
36Mid15-3~-2-20-15RecoilYes-No


Kicks

5D

Suija
suija_5d
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.
9Mid13-13-15-10Kara, SpecialNo-Both


6D

Suija
suija_6d
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.
11Low20+15-+8NoNo-Both


2D

Suija
suija_2d
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.
3Low5-4--3NoNo-Both


3D

Suija
suija_3d
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.
11Low14SKD--22NoNo-Both


Dash Normals

66A

Suija
suija_66a
66A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
11Mid15-2-6-1NoNo-No


66B

Suija
suija_66b
66B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
20High31SKD-13-KaraNo-No


66C

Suija
suija_66c
66C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
23Mid13SKD-34-29NoYes-No


66D

Suija
suija_66d
66D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
13Low8+1--6NoNo-No


Air Normals

njA

Suija
suija_nja
njA
Damagez (x+y) 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.
10High6---NoNo-No


jA

Suija
suija_ja
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.
10High8---NoNo-No


njB

Suija
suija_njb
njB
Damagez (x+y) 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.
16High16---NoNo-No


jB

Suija
suija_jb
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.
16High9---NoNo-No


jC

Suija
suija_jc
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.
27High16---NoNo-No


jD

Suija
suija_jd
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.
9High8---NoNo-Both


Unarmed Normals

u5S

Suija
suija_u5s
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.
6Mid----NoNo-Yes


u2S

Suija
suija_u2s
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.
6Mid----NoNo-Yes


u66S

Suija
suija_u66s
u66S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection.Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
11Mid-SKD--NoNo-Yes


juS

Suija
suija_jus
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.
9High----NoNo-Yes


Hyper Slash

Suija
suija_hs
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.
50Mid30SKD-45-35NoDisarm-No


Continuous Slash

Suija
suija_cs
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, 21 (CS1), 22 (CS2-3), 41 (CS4)Mid10--20-15CS2Yes-No


Command Normals

Triangle Jump

Suija
suija_tj
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

Suija
suija_tgo
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


Sickle Moon

j2D

Suija
suija_j2d
j2D
j2D
Sickle Moon
Damagez (x+y) 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.
11High----NoNo-Both


Special Moves

Soaring Moon

j1236A

Suija
suija_j1236a
j1236S
j1236S
Soaring Moon
Damagez (x+y) 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.
24High-SKD--Samurai DriveYes-No


j1236B

Suija
suija_j1236b
j1236S
j1236S
Soaring Moon
Damagez (x+y) 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.
24High-SKD--Samurai DriveYes-No


j1236C

Suija
suija_j1236c
j1236S
j1236S
Soaring Moon
Damagez (x+y) 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.
24High-SKD--Samurai DriveYes-No


Moon Of Death

j214D

Suija
suija_j214d
j214D
j214D
Moon Of Death
Damagez (x+y) 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.
29High-HKD--NoNo-Both


Full Moon

j623A

Suija
suija_j623a
j623S
j623S
Full Moon
Damagez (x+y) 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.
------Samurai Drive--No


j623B

Suija
suija_j623b
j623S
j623S
Full Moon
Damagez (x+y) 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.
------Samurai Drive--No


j623C

Suija
suija_j623c
j623S
j623S
Full Moon
Damagez (x+y) 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.
------Samurai Drive--No


Moon Halo Impulse

j421A

Suija
suija_j421a
j421S
j421S
Moon Halo Impulse
Damagez (x+y) 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.
14Mid----Samurai DriveNo-No


j421B

Suija
suija_j421b
j421S
j421S
Moon Halo Impulse
Damagez (x+y) 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+9Mid----Samurai DriveNo-No


j421C

Suija
suija_j421c
j421S
j421S
Moon Halo Impulse
Damagez (x+y) 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+6+6Mid----Samurai DriveNo-No


Attack Moon

j236D

Suija
suija_j236d
j236D
j236D
Attack Moon
Damagez (x+y) 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.
14High-SKD--NoNo-Both


Toy Transformation

6464642E (II)

Suija
suija_toy
6464642E (II)
6464642E (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.
------SpecialNoYesNo


Supers

Heavenly Field Of Moon

j236AB

Suija
suija_j236ab
j236AB
j236AB
Heavenly Field Of Moon
Damagez (x+y) 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.
8(1)+38Mid-HKD--NoNo-No


Flying Moon

j2142143BC (II), j236BC (VI)

Suija
suija_sm
j2142143BC (II), j236BC (VI)
j2142143BC (II), j236BC (VI)
Flying Moon
Damagez (x+y) 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.
20(4)High-HKD--NoNo-No


Samurai Shodown VI

OverviewDataReplays

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha