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The King of Fighters '98 UMFE/Iori Yagami/Data: Difference between revisions

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Alien (talk | contribs)
Created page with "{{CharNavbox 98FE}} ==Normals== ===Close Standing Normals=== ====cl.A==== {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_cla | name = close A | input = cl.A | images = | hitboxes = iori_fA_umfe.png | damage = | counter = | stun = | guard = Mid | cancel = C | startup = 5 | active = 4 | recovery = 5 | hitadv = +3 | blockadv = +1 | invul = | display = 200px }} ====cl.B==== {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_clb | nam..."
 
Surabu! (talk | contribs)
Updated startups to remove the 1st active frame more in line with new wiki standard
 
(30 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{CharNavbox 98FE}}
{{CharNavbox 98FE}}
{{TOClimit|3}}


==Normals==
==Normals==
Line 8: Line 9:
| name = close A
| name = close A
| input = cl.A
| input = cl.A
| images =  
| images = iori_cl.a_umfe.png
| hitboxes = iori_fA_umfe.png
| hitboxes =  
| damage =  
| damage =  
| counter =  
| counter =  
Line 15: Line 16:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 5
| startup = 4
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 23: Line 24:
| display  = 200px
| display  = 200px
}}
}}
====cl.B====
====cl.B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_clb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_clb
| name = close B
| name = close B
| input = cl.B
| input = cl.B
| input2 = B
| images = iori_cl.b_umfe.png
| images =
| hitboxes =
| hitboxes = iori_cl.b_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 36: Line 35:
| guard = Low
| guard = Low
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 48: Line 47:
| name = close C
| name = close C
| input = cl.C
| input = cl.C
| input2 = C
| images = iori_cl.c1_umfe.png, iori_cl.c2_umfe.png
| images =
| hitboxes =
| hitboxes = iori_cl.c1_umfe.png, iori_cl.c2_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 56: Line 54:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 2
| active = 2, 5
| active = 2, 5
| recovery = 14
| recovery = 14
Line 68: Line 66:
| name = close D
| name = close D
| input = cl.D
| input = cl.D
| input2 = D
| images = iori_cl.d_umfe.png
| images =
| hitboxes =
| hitboxes = iori_cl.d_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 76: Line 73:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 6
| active = 6
| recovery = 13
| recovery = 13
Line 88: Line 85:
====st.A====
====st.A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_sta
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_sta
| name = stand A
| name = far A
| input = st.A
| input = 5A
| input2 = A
| input2 = A
| images =
| images = iori_st.a_umfe.png
| hitboxes = iori_st.a_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 98: Line 95:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = 4
| recovery = 4
Line 108: Line 105:
====st.B====
====st.B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stb
| name = stand B
| name = far B
| input = st.B
| input = 5B
| input2 = B
| input2 = B
| images =
| images = iori_st.b_umfe.png
| hitboxes = iori_st.b_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 118: Line 115:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 128: Line 125:
====st.C====
====st.C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stc
| name = stand C
| name = far C
| input = st.C
| input = 5C
| input2 = C
| input2 = C
| images =
| images = iori_st.c_umfe.png
| hitboxes = iori_st.c_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 138: Line 135:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 3
| active = 3
| recovery = 19
| recovery = 19
Line 148: Line 145:
====st.D====
====st.D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_std
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_std
| name = stand D
| name = far D
| input = st.D
| input = 5D
| input2 = D
| input2 = D
| images =
| images = iori_st.d_umfe.png
| hitboxes = iori_st.d_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 158: Line 155:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 11
| startup = 10
| active = 8
| active = 8
| recovery = 17
| recovery = 17
Line 166: Line 163:
| display  = 200px
| display  = 200px
}}
}}
===Crouch Normals===
===Crouch Normals===
====cr.A====
====cr.A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cra
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cra
| name = crouch A
| name = crouch A
| input = cr.A
| input = 2A
| input2 = A
| input2 = 2A
| images =
| images = iori_cr.a_umfe.png
| hitboxes = iori_cr.a_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 179: Line 177:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 3
| active = 3
| recovery = 7
| recovery = 7
Line 187: Line 185:
| display  = 200px
| display  = 200px
}}
}}
====cr.B====
====cr.B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crb
| name = crouch B
| name = crouch B
| input = cr.B
| input = 2B
| input2 = B
| input2 = 2B
| images =
| images = iori_cr.b_umfe.png
| hitboxes = iori_cr.b_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 199: Line 198:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 3
| active = 5
| recovery = 7
| recovery = 5
| hitadv = +2
| hitadv = +2
| blockadv = 0
| blockadv = 0
Line 210: Line 209:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crc
| name = crouch C
| name = crouch C
| input = cr.C
| input = 2C
| input2 = C
| input2 = 2C
| images =
| images = iori_cr.c_umfe.png
| hitboxes = iori_cr.c_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 219: Line 218:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 8
| startup = 7
| active = 5
| active = 5
| recovery = 16
| recovery = 16
Line 230: Line 229:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crd
| name = crouch D
| name = crouch D
| input = cr.D
| input = 2D
| input2 = D
| input2 = 2D
| images =
| images = iori_cr.d_umfe.png
| hitboxes = iori_cr.d_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 239: Line 238:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 6
| active = 6
| recovery = 31
| recovery = 31
Line 247: Line 246:
| display  = 200px
| display  = 200px
}}
}}
===Jump Normals===
===Jump Normals===
====j.A====
====j.A====
Line 252: Line 252:
| name = jump A
| name = jump A
| input = j.A
| input = j.A
| input2 = A
| images = iori_j.a_umfe.png
| images =
| hitboxes =
| hitboxes = iori_j.a_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 260: Line 259:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 5
| startup = 4
| active = 9
| active = 9
| recovery =  
| recovery =  
Line 272: Line 271:
| name = jump B
| name = jump B
| input = j.B
| input = j.B
| input2 = B
| images = iori_j.b_umfe.png
| images =
| hitboxes =
| hitboxes = iori_j.b_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 280: Line 278:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 7
| active = 7
| recovery =  
| recovery =  
Line 292: Line 290:
| name = jump C
| name = jump C
| input = j.C
| input = j.C
| input2 = C
| images = iori_j.c_umfe.png
| images =
| hitboxes =
| hitboxes = iori_j.c_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 300: Line 297:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery =  
| recovery =  
Line 312: Line 309:
| name = jump D
| name = jump D
| input = j.D
| input = j.D
| input2 = D
| images = iori_j.d1_umfe.png, iori_j.d2_umfe.png
| images =
| hitboxes =
| hitboxes = iori_j.d1_umfe.png, iori_j.d2_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 320: Line 316:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 8
| startup = 6
| active = 3, 2
| active = 3, 2
| recovery =  
| recovery =  
Line 328: Line 324:
| display  = 200px
| display  = 200px
}}
}}
===Blowback Normals===
===Blowback Normals===
====st.CD====
====st.CD====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stcd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stcd
| name = stand CD
| name = stand CD
| input = st.CD
| input = 5CD
| input2 = CD
| input2 = CD
| images =
| images = iori_st.CD_umfe.png
| hitboxes = iori_st.CD_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 341: Line 338:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 12
| startup = 11
| active = 5
| active = 5
| recovery = 24
| recovery = 24
Line 353: Line 350:
| name = jump CD
| name = jump CD
| input = j.CD
| input = j.CD
| input2 = D
| images = iori_j.cd_umfe.png
| images =
| hitboxes =
| hitboxes = iori_j.cd_umfe.png
| damage =  
| damage =  
| counter =  
| counter =  
Line 361: Line 357:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 14
| startup = 13
| active = 4
| active = 4
| recovery =  
| recovery =  
Line 369: Line 365:
| display  = 200px
| display  = 200px
}}
}}
===Command Normals===
 
==Command Normals==
====f+A====
====f+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_fa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a
| name = Dream Blast
| name = Dream Blast
| input = f+A
| input = 6A
| images =  
| input2  = 6A
| hitboxes = iori_fA_umfe.png
| orderId = 1
| version = 6A
| version2 = 6A
| images = iori_fA_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 381: Line 382:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 4
| active = 4
| recovery = 19
| recovery = 19
Line 390: Line 391:
}}
}}
====f+A>A====
====f+A>A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_faa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a>a
| name = Dream Blast
| name = Dream Blast
| input = f+A>A
| input = 6A > A
| images =  
| input2  = 6A > A
| hitboxes = iori_fAA_umfe.png
| header = no
| orderId = 2
| version = 6A > A
| version2 = 6A > A
| images = iori_fAA_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 400: Line 406:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 10
| startup = 9
| active = 7
| active = 7
| recovery = 15
| recovery = 15
Line 409: Line 415:
}}
}}
====f+B====
====f+B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_rawfb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_rawf+b
| name = Thunder Axe Shadow Reaper
| name = Thunder Axe Shadow Reaper
| input = f+B
| version = Raw
| images =  
| orderId = 1
| hitboxes = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png,
| input = 6B
| input2  = 6B
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 419: Line 428:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 25
| startup = 24
| active = 3, 3 ,3
| active = 3, 3 ,3
| recovery = 20
| recovery = 20
Line 427: Line 436:
| display  = 200px
| display  = 200px
}}
}}
====f+B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cancelf+b
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cancelfb
| name = Thunder Axe Shadow Reaper
| name = Thunder Axe Shadow Reaper
| input = f+B
| version = Canceled into
| images =  
| orderId = 2
| hitboxes = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png,
| header = no
| input = 6B
| input2  = 6B
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png  
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = Mid
| cancel = C
| cancel = C
| startup = 20
| startup = 20
Line 447: Line 459:
}}
}}
====j.b+B====
====j.b+B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_jbb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_jb+b
| name = Lily Breaker
| name = Lily Breaker
| input = j.b+B
| input = j.4B
| images =  
| input2 = j.4B
| hitboxes = iori_bB_umfe.png
| images = iori_bB_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 457: Line 470:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 2
| startup = 1
| active = 6
| active = 6
| recovery =  
| recovery =  
Line 465: Line 478:
| display  = 200px
| display  = 200px
}}
}}
===Special Moves===
 
====qcf+A====
==Special Moves==
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfa
====qcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcf+a
| name = Fire Ball
| name = Fire Ball
| input = qcf+A
| version = 236A
| images =  
| version2 = 236A
| hitboxes = iori_qcfA_umfe.png
| orderId = 1
| input = 236A
| input2  = 236A
| images = iori_qcfA_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 478: Line 496:
| cancel =  
| cancel =  
| startup = 9
| startup = 9
| active = 34
| active = While on screen
| recovery =  
| recovery = 34
| hitadv =  
| hitadv =  
| blockadv =
| blockadv =
Line 485: Line 503:
| display  = 200px
| display  = 200px
}}
}}
====qcf+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcf+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfc
| name = Fire Ball
| name = Fire Ball
| input = qcf+C
| version = 236C
| images =  
| version2 = 236C
| hitboxes = iori_qcfA_umfe.png
| orderId = 2
| header = no
| input = 236C
| input2  = 236C
| images = iori_qcfA_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 497: Line 519:
| cancel =  
| cancel =  
| startup = 9
| startup = 9
| active = 41
| active = While on screen
| recovery =  
| recovery = 41
| hitadv =  
| hitadv =  
| blockadv =
| blockadv =
Line 504: Line 526:
| display  = 200px
| display  = 200px
}}
}}
====dp+A====
 
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dpa
====dp+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+a
| name = Dark Thrust
| name = Dark Thrust
| input = dp+A
| version = 623A
| images =  
| version2 = 623A
| hitboxes = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png,
| orderId = 1
| input = 623A
| input2  = 623A
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 515: Line 542:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 1, 2, 8
| active = 1, 2, 8
| recovery = 26
| recovery = 26
| hitadv = SKD
| hitadv = SKD
| blockadv = -19
| blockadv = '''-16''' (point blank) / '''-18''' (close)
| invul = 1-5F
| invul = (Startup - 1)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====dp+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfc
| name = Dark Thrust
| name = Dark Thrust
| input = dp+C
| version = 623C
| images =  
| version2 = 623C
| hitboxes = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png,
| orderId = 2
| header = no
| input = 623C
| input2  = 623C
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 534: Line 565:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 9
| startup = 5
| active = 1, 2, 8
| active = 2, 3, 13
| recovery = 26
| recovery = 41
| hitadv = SKD
| hitadv = SKD
| blockadv =-41
| blockadv = '''-36''' (point blank) / '''-39''' (close)
| invul = 1-8F
| invul = (1~10)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====qcb+A====
====qcb+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcba
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+A
| version = 214A
| images =  
| version2 = 214A
| hitboxes = iori_qcb1_umfe.png
| orderId = 1
| input = 214A
| input2  = 214A
| images = iori_qcb1_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 553: Line 589:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 9
| startup = 8
| active = 3
| active = 3
| recovery = 26
| recovery = 26
| hitadv = -9
| hitadv = -9
| blockadv =-11
| blockadv = -11
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb+A>A====
====qcb+A>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbaa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+A>A
| version = 214A > 214P
| images =  
| version2 = 214A > 214P
| hitboxes = iori_qcb2_umfe.png
| orderId = 2
| header = no
| input = 214A > 214P
| input2  = 214A > 214P
| images = iori_qcb2_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 572: Line 613:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 8
| startup = 7
| active = 3
| active = 3
| recovery = 29
| recovery = 29
| hitadv = -12
| hitadv = -12
| blockadv =-14
| blockadv = -14
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb+A>A>A====
====qcb+A>qcb+P>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbaaa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+A>A
| version = 214A > 214P > 214P
| images =  
| version2 = 214A > 214P > 214P
| hitboxes = iori_qcb3_umfe.png
| orderId = 3
| header = no
| input = 214A > 214P > 214P
| input2  = 214A > 214P > 214P
| images = iori_qcb3_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 591: Line 637:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18
| startup = 17
| active = 2
| active = 2
| recovery = 29
| recovery = 29
| hitadv = HKD
| hitadv = HKD
| blockadv =-13
| blockadv = -13
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb+C====
====qcb+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+C
| version = 214C
| images =  
| version2 = 214C
| hitboxes = iori_qcb1_umfe.png
| orderId = 4
| header = no
| input = 214C
| input2  = 214C
| images = iori_qcb1_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 610: Line 661:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 28
| recovery = 28
| hitadv = -11
| hitadv = -11
| blockadv =-13
| blockadv = -13
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb+C>C====
====qcb+C>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbcc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+C>C
| version = 214C > 214P
| images =  
| version2 = 214C > 214P
| hitboxes = iori_qcb2_umfe.png
| orderId = 5
| header = no
| input = 214C > 214P
| input2  = 214C > 214P
| images = iori_qcb2_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 629: Line 685:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 29
| recovery = 29
Line 637: Line 693:
| display  = 200px
| display  = 200px
}}
}}
====qcb+C>C>C====
====qcb+C>qcb+P>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbccc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+C>C>C
| version = 214C > 214P > 214P
| images =  
| version2 = 214C > 214P > 214P
| hitboxes = iori_qcb3_umfe.png
| orderId = 6
| header = no
| input = 214C > 214P > 214P
| input2  = 214C > 214P > 214P
| images = iori_qcb3_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 648: Line 709:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18
| startup = 17
| active = 9
| active = 9
| recovery = 31
| recovery = 31
Line 656: Line 717:
| display  = 200px
| display  = 200px
}}
}}
====dp+B====
 
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dpb
====dp+K====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+b
| name = Slash Talon Comb
| name = Slash Talon Comb
| input = dp+B
| version = 623B
| images =  
| version2 = 623B
| hitboxes = iori_dpK_umfe.png
| orderId = 1
| input = 623B
| input2  = 623B
| images = iori_dpK_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 667: Line 733:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 25
| startup = 24
| active = 5
| active = 5
| recovery = 25
| recovery = 25
| hitadv = -10
| hitadv = -10
| blockadv = -12
| blockadv = -12
| invul = 1-10F
| invul = (1~10)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====dp+D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+d
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dpd
| name = Slash Talon Comb
| name = Slash Talon Comb
| input = dp+D
| version = 623D
| images =  
| version2 = 623D
| hitboxes = iori_dpK_umfe.png
| orderId = 2
| header = no
| input = 623D
| input2  = 623D
| images = iori_dpK_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 691: Line 761:
| hitadv = -12
| hitadv = -12
| blockadv = -14
| blockadv = -14
| invul = 1-10F
| invul = (1~10)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====hcb+B====
 
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbb
====hcb+K====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+b
| name = Dark Crescent Slice
| name = Dark Crescent Slice
| input = hcb+B
| version = 63214B
| images =  
| version2 = 63214B
| hitboxes = iori_hcbK_umfe.png
| orderId = 1
| input = 63214B
| input2  = 63214B
| images = iori_hcbK_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 705: Line 780:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6 (Run), 11 (Attack)
| startup = 5 (Run), 11 (Attack)
| active = 16 (Run), 8 (Attack)
| active = 16 (Run), 8 (Attack)
| recovery = 14 (Run), 16 (Attack)
| recovery = 14 (Run), 16 (Attack)
| hitadv = SKD
| hitadv = HKD
| blockadv = -6
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====hcb+D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+d
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbd
| name = Dark Crescent Slice
| name = Dark Crescent Slice
| input = hcb+D
| version = 63214D
| images =  
| version2 = 63214D
| hitboxes = iori_hcbK_umfe.png
| orderId = 2
| header = no
| input = 63214D
| input2  = 63214D
| images = iori_hcbK_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 724: Line 803:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup=6 (Run), 11 (Attack)
| startup   = 5 (Run), 11 (Attack)
| active=24 (Run), 8 (Attack)
| active   = 24 (Run), 8 (Attack)
| recovery=14 (Run), 16 (Attack)
| recovery = 14 (Run), 16 (Attack)
| hitadv = SKD
| hitadv = HKD
| blockadv = -6
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====hcb,f+P====
====hcb,f+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbfp
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbf+p
| name = Scum Gale
| name = Scum Gale
| input = hcb,f+A/C
| input = 632146A/C
| images =  
| images = iori_cmd_grab_umfe.png
| hitboxes = iori_cmd_grab_umfe.png
| hitboxes =  
| damage =  
| damage =  
| counter =  
| counter =  
Line 743: Line 823:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup=8
| startup   = 8
| active=1
| active   = 1
| recovery=30
| recovery = 30
| hitadv =
| hitadv =
| blockadv =  
| blockadv =  
| invul = 3-6F
| invul = (3~6)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
===Desperation Moves===
 
====qcf hcb+A====
==Desperation Moves==
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcba
====qcf hcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+a
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+A
| version = 2363214A
| images =  
| version2 = 2363214A
| hitboxes = iori_maidenmasher_umfe.png
| orderId = 1
| input = 2363214A
| input2  = 2363214A
| images = iori_maidenmasher_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 763: Line 848:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 16
| active = 16
| recovery = 40
| recovery = 40
| hitadv = SKD
| hitadv = SKD
| blockadv =-23
| blockadv = -38 ~ -23
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcf hcb+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcbc
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+C
| version = 2363214C
| images =  
| version2 = 2363214C
| hitboxes = iori_maidenmasher_umfe.png
| orderId = 2
| header = no
| input = 2363214C
| input2  = 2363214C
| images = iori_maidenmasher_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 782: Line 871:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 24
| active = 24
| recovery = 40
| recovery = 42
| hitadv = SKD
| hitadv = SKD
| blockadv =-25
| blockadv = -48 ~ -25
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+A====
 
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcfa
====qcb hcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+a
| name = One For The Road Blast
| name = One For The Road Blast
| input = qcb hcf+A
| version = 2141236A
| images =  
| version2 = 2141236A
| hitboxes = iori_pillar_umfe.png
| orderId = 1
| input = 2141236A
| input2  = 2141236A
| images = iori_pillar_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 801: Line 895:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 17 (If the button is released immediately)
| startup = 17 (If released immediately)
| active = 24
| active = 24
| recovery = 45
| recovery = 45
Line 809: Line 903:
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcfc
| name = One For The Road Blast
| name = One For The Road Blast
| input = qcb hcf+C
| version = 2141236C
| images =  
| version2 = 2141236C
| hitboxes = iori_pillar_umfe.png
| orderId = 2
| header = no
| input = 2141236C
| input2  = 2141236C
| images = iori_pillar_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 820: Line 918:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 17 (If the button is released immediately)
| startup = 17 (If released immediately)
| active = 34
| active = 34
| recovery = 49
| recovery = 49
Line 828: Line 926:
| display  = 200px
| display  = 200px
}}
}}
===Super Desperation Moves===
 
==Super Desperation Moves==
====qcf hcb+P====
====qcf hcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcbsdm
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+psdm
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+P
| input = 2363214P
| images =  
| input2  = 2363214P
| hitboxes = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 840: Line 940:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 24
| active = 24
| recovery = 42
| recovery = 42
| hitadv = SKD
| hitadv = SKD
| blockadv =-42
| blockadv = -48 ~ -25
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+P====
====qcb hcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcfsdm
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+psdm
| name = One For The Road Blast
| name = One For The Road Blast
| input = qcb hcf+P
| input = 2141236P
| images =  
| input2  = 2141236P
| hitboxes = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
| hitboxes =
| damage =  
| damage =  
| counter =  
| counter =  
Line 859: Line 961:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup= 17 (If the button is released immediately)
| startup   = 17 (If released immediately)
| active= Each pillar is active for 8F
| active   = Each pillar is active for 8f
| recovery= 51
| recovery = 51
| hitadv =  
| hitadv =  
| blockadv =
| blockadv =
Line 867: Line 969:
| display  = 200px
| display  = 200px
}}
}}


==Navigation==
==Navigation==
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Iori Yagami]]

Latest revision as of 12:26, 7 August 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Normals

Close Standing Normals

cl.A

Iori Yagami
iori_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC445+3+1-


cl.B

Iori Yagami
iori_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-LowC547+1-1-


cl.C

Iori Yagami
iori_clc
cl.C
cl.C
close C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC22, 514-1-3-


cl.D

Iori Yagami
iori_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-5613+1-1-


Far Standing Normals

st.A

Iori Yagami
iori_sta
5A
A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-644+4+2-


st.B

Iori Yagami
iori_stb
5B
B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-647+1-1-


st.C

Iori Yagami
iori_stc
5C
C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC8319-2-4-


st.D

Iori Yagami
iori_std
5D
D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-10817-5-7-


Crouch Normals

cr.A

Iori Yagami
iori_cra
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC537+20-


cr.B

Iori Yagami
iori_crb
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Low-555+20-


cr.C

Iori Yagami
iori_crc
2C
2C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC7516-1-3-


cr.D

Iori Yagami
iori_crd
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Low-5631SKD-19-


Jump Normals

j.A

Iori Yagami
iori_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-49----


j.B

Iori Yagami
iori_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-57----


j.C

Iori Yagami
iori_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-93----


j.D

Iori Yagami
iori_jd
j.D
j.D
jump D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-63, 2----


Blowback Normals

st.CD

Iori Yagami
iori_stcd
5CD
CD
stand CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC11524SKD-7-


j.CD

Iori Yagami
iori_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-134----


Command Normals

f+A

Iori Yagami
iori_f+a
6A
6A
Dream Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC8419-3-5-


f+A>A

Iori Yagami
iori_f+a>a
6A > A
6A > A
Dream Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC9715-2-4-


f+B

Iori Yagami
iori_rawf+b
6B
6B
Thunder Axe Shadow Reaper


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-243, 3 ,320-3-5-



Iori Yagami
iori_cancelf+b
6B
6B
Thunder Axe Shadow Reaper


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC203, 3 ,320-3-5-


j.b+B

Iori Yagami
iori_jb+b
j.4B
j.4B
Lily Breaker
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-16----


Special Moves

qcf+P

Iori Yagami
iori_qcf+a
236A
236A
Fire Ball
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-9While on screen34---



Iori Yagami
iori_qcf+c
236C
236C
Fire Ball
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-9While on screen41---


dp+P

Iori Yagami
iori_dp+a
623A
623A
Dark Thrust


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-51, 2, 826SKD-16 (point blank) / -18 (close)(Startup - 1)_Hit+Throw_(Full)



Iori Yagami
iori_dp+c
623C
623C
Dark Thrust


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-52, 3, 1341SKD-36 (point blank) / -39 (close)(1~10)_Hit+Throw_(Full)


qcb+A

Iori Yagami
iori_qcb+a
214A
214A
Deadly Flower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-8326-9-11-


qcb+A>qcb+P

Iori Yagami
iori_qcb+a>qcb+p
214A > 214P
214A > 214P
Deadly Flower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-7329-12-14-


qcb+A>qcb+P>qcb+P

Iori Yagami
iori_qcb+a>qcb+p>qcb+p
214A > 214P > 214P
214A > 214P > 214P
Deadly Flower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-17229HKD-13-


qcb+C

Iori Yagami
iori_qcb+c
214C
214C
Deadly Flower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-11328-11-13-


qcb+C>qcb+P

Iori Yagami
iori_qcb+c>qcb+p
214C > 214P
214C > 214P
Deadly Flower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-11329-12-14-


qcb+C>qcb+P>qcb+P

Iori Yagami
iori_qcb+c>qcb+p>qcb+p
214C > 214P > 214P
214C > 214P > 214P
Deadly Flower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-17931HKD-22-


dp+K

Iori Yagami
iori_dp+b
623B
623B
Slash Talon Comb
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC24525-10-12(1~10)_Hit+Throw_(Full)



Iori Yagami
iori_dp+d
623D
623D
Slash Talon Comb
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidC29527-12-14(1~10)_Hit+Throw_(Full)


hcb+K

Iori Yagami
iori_hcb+b
63214B
63214B
Dark Crescent Slice
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-5 (Run), 11 (Attack)16 (Run), 8 (Attack)14 (Run), 16 (Attack)HKD-6-



Iori Yagami
iori_hcb+d
63214D
63214D
Dark Crescent Slice
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-5 (Run), 11 (Attack)24 (Run), 8 (Attack)14 (Run), 16 (Attack)HKD-6-


hcb,f+P

Iori Yagami
iori_hcbf+p
632146A/C
632146A/C
Scum Gale
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---8130--(3~6)_Hit+Throw_(Full)


Desperation Moves

qcf hcb+P

Iori Yagami
iori_qcfhcb+a
2363214A
2363214A
Maiden Masher
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-51640SKD-38 ~ -23-



Iori Yagami
iori_qcfhcb+c
2363214C
2363214C
Maiden Masher
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-52442SKD-48 ~ -25-


qcb hcf+P

Iori Yagami
iori_qcbhcf+a
2141236A
2141236A
One For The Road Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-17 (If released immediately)2445---



Iori Yagami
iori_qcbhcf+c
2141236C
2141236C
One For The Road Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-17 (If released immediately)3449---


Super Desperation Moves

qcf hcb+P

Iori Yagami
iori_qcfhcb+psdm
2363214P
2363214P
Maiden Masher
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-112442SKD-48 ~ -25-


qcb hcf+P

Iori Yagami
iori_qcbhcf+psdm
2141236P
2141236P
One For The Road Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-17 (If released immediately)Each pillar is active for 8f51---


Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro