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The King of Fighters '98 UMFE/Orochi Yashiro/Data: Difference between revisions
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Updated startups to remove the 1st active frame more in line with new wiki standard |
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(31 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
{{TOClimit|3}} | |||
==Normals== | ==Normals== | ||
Line 15: | Line 15: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 4 | | active = 4 | ||
| recovery = 4 | | recovery = 4 | ||
Line 34: | Line 34: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 5 | | active = 5 | ||
| recovery = 9 | | recovery = 9 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = - | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 45: | Line 45: | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_clc | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_clc | ||
| name = close C | | name = close C | ||
| input = cl. | | input = cl.C | ||
| images = yashiro_cl.c1_umfe.png,yashiro_cl.c2_umfe.png | | images = yashiro_cl.c1_umfe.png,yashiro_cl.c2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 53: | Line 53: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 4 | | active = 4, 4 | ||
| recovery = 15 | | recovery = 15 | ||
| hitadv = -3 | | hitadv = -3 | ||
Line 70: | Line 70: | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Low | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 5 | | active = 5 | ||
| recovery = 21 | | recovery = 21 | ||
Line 80: | Line 80: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
====st.A==== | ====st.A==== | ||
Line 92: | Line 93: | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 4 | | active = 4 | ||
| recovery = 7 | | recovery = 7 | ||
Line 101: | Line 102: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====st.B==== | ====st.B==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_stb | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_stb | ||
Line 134: | Line 134: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 10 | ||
| active = 3 | | active = 3 | ||
| recovery = 27 | | recovery = 27 | ||
Line 154: | Line 154: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 8 | ||
| active = 4 | | active = 4 | ||
| recovery = 33 | | recovery = 33 | ||
Line 162: | Line 162: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====cr.A==== | ====cr.A==== | ||
Line 167: | Line 168: | ||
| name = crouch A | | name = crouch A | ||
| input = cr.A | | input = cr.A | ||
| input2 = | | input2 = 2A | ||
| images = yashiro_cr.a_umfe.png | | images = yashiro_cr.a_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 175: | Line 176: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 4 | | active = 4 | ||
| recovery = 6 | | recovery = 6 | ||
Line 187: | Line 188: | ||
| name = crouch B | | name = crouch B | ||
| input = cr.B | | input = cr.B | ||
| input2 = | | input2 = 2B | ||
| images = yashiro_cr.b_umfe.png | | images = yashiro_cr.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 195: | Line 196: | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = 3 | | active = 3 | ||
| recovery = 10 | | recovery = 10 | ||
Line 207: | Line 208: | ||
| name = crouch C | | name = crouch C | ||
| input = cr.C | | input = cr.C | ||
| input2 = | | input2 = 2C | ||
| images = yashiro_cr.c1_umfe.png,yashiro_cr.c1_umfe.png | | images = yashiro_cr.c1_umfe.png,yashiro_cr.c1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 215: | Line 216: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 2 | | active = 2, 3 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = -13 | | hitadv = -13 | ||
Line 223: | Line 224: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====cr. | ====cr.D==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_crd | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_crd | ||
| name = crouch D | | name = crouch D | ||
| input = cr.D | | input = cr.D | ||
| input2 = | | input2 = 2D | ||
| images = yashiro_cr.d1_umfe.png,yashiro_cr.d2_umfe.png | | images = yashiro_cr.d1_umfe.png,yashiro_cr.d2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 234: | Line 235: | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = C | ||
| startup = | | startup = 9 | ||
| active = 3 | | active = 3, (5), 5 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = - | | blockadv = '''1st'''= -17 ; '''2nd'''= -9 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
====j.A==== | ====j.A==== | ||
Line 248: | Line 250: | ||
| name = jump A | | name = jump A | ||
| input = j.A | | input = j.A | ||
| images = yashiro_j.a_umfe.png | | images = yashiro_j.a_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 256: | Line 257: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = | ||
Line 268: | Line 269: | ||
| name = jump B | | name = jump B | ||
| input = j.B | | input = j.B | ||
| images = yashiro_j.b_umfe.png | | images = yashiro_j.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 276: | Line 276: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = | ||
Line 288: | Line 288: | ||
| name = jump C | | name = jump C | ||
| input = j.C | | input = j.C | ||
| images = yashiro_j.c_umfe.png | | images = yashiro_j.c_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 296: | Line 295: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 8 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = | ||
Line 308: | Line 307: | ||
| name = jump D | | name = jump D | ||
| input = j.D | | input = j.D | ||
| images = yashiro_j.d_umfe.png | | images = yashiro_j.d_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 316: | Line 314: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = | ||
Line 324: | Line 322: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
====st.CD==== | ====st.CD==== | ||
Line 337: | Line 336: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 15 | ||
| active = 5 | | active = 5 | ||
| recovery = 24 | | recovery = 24 | ||
Line 345: | Line 344: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====j.CD==== | ====j.CD==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_jcd | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_jcd | ||
| name = jump CD | | name = jump CD | ||
| input = j.CD | | input = j.CD | ||
| images = yashiro_j.cd_umfe.png | | images = yashiro_j.cd_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 358: | Line 355: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 11 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = | ||
Line 366: | Line 363: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Command Normals== | |||
====f+A==== | ====f+A==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_rawf+a | ||
| name = Saku | | name = Saku | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | |||
| orderId = 1 | |||
| version = Raw | | version = Raw | ||
| images = yashiro_fa_umfe.png | | images = yashiro_fa_umfe.png | ||
Line 378: | Line 378: | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 18 | ||
| active = 3 | | active = 3 | ||
| recovery = 24 | | recovery = 24 | ||
Line 387: | Line 387: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_cancelf+a | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | |||
| name = Saku | | name = Saku | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | |||
| orderId = 2 | |||
| header = no | |||
| version = Cancelled into | | version = Cancelled into | ||
| images = yashiro_fa_umfe.png | | images = yashiro_fa_umfe.png | ||
Line 399: | Line 401: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 13 | ||
| active = 3 | | active = 3 | ||
| recovery = 24 | | recovery = 24 | ||
| hitadv = | | hitadv = -7 | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = | | invul = | ||
Line 408: | Line 410: | ||
}} | }} | ||
====f+B==== | ====f+B==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_f+b | ||
| name = Baku | | name = Baku | ||
| input = f+B | | input = f+B | ||
| | | input2 = 6B | ||
| images = yashiro_fb_umfe.png | | images = yashiro_fb_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 419: | Line 421: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 11 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 28 | ||
| hitadv = -13 | | hitadv = -13 | ||
| blockadv = -15 | | blockadv = -15 | ||
Line 427: | Line 429: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Special Moves== | |||
====hcf+P==== | ====hcf+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcf+p | ||
| name = Niragu Daichi | | name = Niragu Daichi | ||
| input = hcf+P | | input = hcf+P | ||
Line 462: | Line 445: | ||
| active = 1 | | active = 1 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = | | blockadv = | ||
| invul = 1 | | invul = (1~8)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====hcb,f+P==== | ====hcb,f+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcbf+p | ||
| name = Musebu Daichi | | name = Musebu Daichi | ||
| input = hcb,f+P | | input = hcb,f+P | ||
Line 478: | Line 461: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 0 | ||
| active = | | active = 1 | ||
| recovery = 35 | | recovery = 35 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 487: | Line 470: | ||
}} | }} | ||
====hcf+K==== | ====hcf+K==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcf+b | ||
| name = Odoru Daichi | | name = Odoru Daichi | ||
| version = B | | version = hcf+B | ||
| version2 = 41236B | |||
| orderId = 1 | |||
| input = hcf+B | | input = hcf+B | ||
| input2 = 41236B | |||
| images = oyashiro_hcfk_umfe.png | | images = oyashiro_hcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 501: | Line 487: | ||
| active = 1 | | active = 1 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcf+d | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | |||
| name = Odoru Daichi | | name = Odoru Daichi | ||
| version = D | | version = hcf+D | ||
| version2 = 41236D | |||
| orderId = 2 | |||
| header = no | |||
| input = hcf+D | | input = hcf+D | ||
| input2 = 41236D | |||
| images = oyashiro_hcfk_umfe.png | | images = oyashiro_hcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 521: | Line 510: | ||
| active = 1 | | active = 1 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 527: | Line 516: | ||
}} | }} | ||
====qcb+P==== | ====qcb+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcb+a | ||
| name = | | name = Kujiki Daichi | ||
| version = A | | version = qcb+A | ||
| version2 = 214A | |||
| orderId = 1 | |||
| input2 = 214A | |||
| input = qcb+A | | input = qcb+A | ||
| images = oyashiro_qcbp_umfe.png | | images = oyashiro_qcbp_umfe.png | ||
Line 546: | Line 538: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcb+c | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | | name = Kujiki Daichi | ||
| name = | | version = qcb+C | ||
| version = C | | version2 = 214C | ||
| orderId = 2 | |||
| header = no | |||
| input2 = 214C | |||
| input = qcb+C | | input = qcb+C | ||
| images = oyashiro_qcbp_umfe.png | | images = oyashiro_qcbp_umfe.png | ||
Line 566: | Line 561: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Desperation Moves== | ==Desperation Moves== | ||
====hcb,hcb+P==== | ====hcb,hcb+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcbhcb+P | ||
| name = Ankoku Jigoku Gokuraku Otoshi | | name = Ankoku Jigoku Gokuraku Otoshi | ||
| input = hcb,hcb+P | | input = hcb,hcb+P | ||
| input2 = 6321463214P | |||
| images = oyashiro_hcbhcbp_umfe.png | | images = oyashiro_hcbhcbp_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 578: | Line 575: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 0 | ||
| active = | | active = 1 | ||
| recovery = 34 | | recovery = 34 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 587: | Line 584: | ||
}} | }} | ||
====qcf,qcf+K==== | ====qcf,qcf+K==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+k | ||
| name = Araburu Daichi | | name = Araburu Daichi | ||
| input = qcf,qcf+K | | input = qcf,qcf+K | ||
| input2 = 236236K | |||
| images = oyashiro_qcfqcfk_umfe.png | | images = oyashiro_qcfqcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 598: | Line 596: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = Until landing | ||
| recovery = 31 | | recovery = 31 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 606: | Line 604: | ||
}} | }} | ||
====qcf,qcf+P==== | ====qcf,qcf+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+a | ||
| name = | | name = Hoeru Daichi | ||
| input = qcf,qcf+ | | input = qcf,qcf+A | ||
| input2 = 236236A | |||
| orderId = 1 | |||
| version = qcf,qcf+A | |||
| version2 = 236236A | |||
| images = oyashiro_qcfqcfp1_umfe.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = | |||
| cancel = | |||
| startup = 20 if released immediately | |||
| active = 2, 2, 3 | |||
| recovery = 39 | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| display = 200px | |||
}} | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+c | |||
| name = Hoeru Daichi | |||
| input = qcf,qcf+C | |||
| input2 = 236236C | |||
| orderId = 2 | |||
| header = no | |||
| version = qcf,qcf+C | |||
| version2 = 236236C | |||
| images = oyashiro_qcfqcfp1_umfe.png | | images = oyashiro_qcfqcfp1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 616: | Line 641: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 21 if released immediately | ||
| active = 2 | | active = 2, 2, 3 | ||
| recovery = 40 | | recovery = 40 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
====hcb,hcb+P==== | ====hcb,hcb+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcbhcb+Psdm | ||
| name = Ankoku Jigoku Gokuraku Otoshi | | name = Ankoku Jigoku Gokuraku Otoshi | ||
| input = hcb,hcb+P | | input = hcb,hcb+P | ||
| input2 = 6321463214P | |||
| images = oyashiro_hcbhcbpsdm_umfe.png | | images = oyashiro_hcbhcbpsdm_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 636: | Line 663: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 0 | ||
| active = | | active = 1 | ||
| recovery = 35 | | recovery = 35 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 645: | Line 672: | ||
}} | }} | ||
====qcf,qcf+K==== | ====qcf,qcf+K==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+ksdm | ||
| name = Araburu Daichi | | name = Araburu Daichi | ||
| input = qcf,qcf+K | | input = qcf,qcf+K | ||
| input2 = 236236K | |||
| images = oyashiro_qcfqcfk_umfe.png | | images = oyashiro_qcfqcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 656: | Line 684: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = Until landing | ||
| recovery = 31 | | recovery = 31 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = | | blockadv = | ||
| invul = 1-10f inv | | invul = 1-10f inv | ||
Line 664: | Line 692: | ||
}} | }} | ||
====qcf,qcf+P==== | ====qcf,qcf+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+psdm | ||
| name = | | name = Hoeru Daichi | ||
| input = qcf,qcf+P | | input = qcf,qcf+P | ||
| input2 = 236236P | |||
| images = oyashiro_qcfqcfp1_umfe.png | | images = oyashiro_qcfqcfp1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 674: | Line 703: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = 20 if | | startup = 20 if released immediately | ||
| active = 2 | | active = 2, 2, 3 | ||
| recovery = 39 | | recovery = 39 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Navigation== | |||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | |||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | |||
[[Category:Orochi Yashiro]] |
Latest revision as of 12:23, 7 August 2024
Normals
Close Standing Normals
cl.A
Orochi Yashiro oyashiro_cla | ||||||||||
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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. | ||
- | Mid | C | 3 | 4 | 4 | +4 | +2 | - |
cl.B
Orochi Yashiro oyashiro_clb | ||||||||||
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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. | ||
- | Mid | C | 3 | 5 | 9 | 0 | -4 | - |
cl.C
Orochi Yashiro oyashiro_clc | ||||||||||
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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. | ||
- | Mid | C | 3 | 4, 4 | 15 | -3 | -5 | - |
cl.D
Orochi Yashiro oyashiro_cld | ||||||||||
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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. | ||
- | Low | C | 3 | 5 | 21 | -6 | -8 | - |
Far Standing Normals
st.A
Orochi Yashiro oyashiro_sta | ||||||||||
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st.A
A stand 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 | C | 3 | 4 | 7 | +1 | -1 | - |
st.B
Orochi Yashiro oyashiro_stb | ||||||||||
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st.B
B stand 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 | - | 5 | 8 | 13 | -9 | -11 | - |
st.C
Orochi Yashiro oyashiro_stc | ||||||||||
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st.C
C stand 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. | ||
- | Mid | C | 10 | 3 | 27 | -10 | -12 | - |
st.D
Orochi Yashiro oyashiro_std | ||||||||||
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st.D
D stand 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 | C | 8 | 4 | 33 | -17 | -19 | - |
Crouch Normals
cr.A
Orochi Yashiro oyashiro_cra | ||||||||||
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cr.A
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. | ||
- | Mid | C | 3 | 4 | 6 | +2 | 0 | - |
cr.B
Orochi Yashiro oyashiro_crb | ||||||||||
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cr.B
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 | - | 6 | 3 | 10 | -1 | -3 | - |
cr.C
Orochi Yashiro oyashiro_crc | ||||||||||
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cr.C
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. | ||
- | Mid | C | 3 | 2, 3 | 28 | -13 | -15 | - |
cr.D
Orochi Yashiro oyashiro_crd | ||||||||||
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cr.D
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 | C | 9 | 3, (5), 5 | 22 | SKD | 1st= -17 ; 2nd= -9 | - |
Jump Normals
j.A
Orochi Yashiro oyashiro_ja | ||||||||||
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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 | - | 6 | 9 | - | - | - | - |
j.B
Orochi Yashiro oyashiro_jb | ||||||||||
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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 | - | 7 | 9 | - | - | - | - |
j.C
Orochi Yashiro oyashiro_jc | ||||||||||
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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 | - | 8 | 5 | - | - | - | - |
j.D
Orochi Yashiro oyashiro_jd | ||||||||||
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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 | - | 7 | 5 | - | - | - | - |
Blowback Normals
st.CD
Orochi Yashiro oyashiro_stcd | ||||||||||
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st.CD
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. | ||
- | Mid | C | 15 | 5 | 24 | SKD | -7 | - |
j.CD
Orochi Yashiro oyashiro_jcd | ||||||||||
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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 | - | 11 | 4 | - | - | - | - |
Command Normals
f+A
Orochi Yashiro oyashiro_rawf+a | ||||||||||
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f+A
6A Saku | ||||||||||
Damagez (x+y) 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 | - | 18 | 3 | 24 | HKD | -9 | - |
Orochi Yashiro oyashiro_cancelf+a | ||||||||||
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f+A
6A Saku | ||||||||||
Damagez (x+y) 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 | C | 13 | 3 | 24 | -7 | -9 | - |
f+B
Orochi Yashiro oyashiro_f+b | ||||||||||
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f+B
6B Baku | ||||||||||
Damagez (x+y) 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 | C | 11 | 5 | 28 | -13 | -15 | - |
Special Moves
hcf+P
Orochi Yashiro oyashiro_hcf+p | ||||||||||
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hcf+P
hcf+P Niragu Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 8 | 1 | 28 | HKD | - | (1~8)_Hit+Throw_(Full) |
hcb,f+P
Orochi Yashiro oyashiro_hcbf+p | ||||||||||
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hcb,f+P
hcb,f+P Musebu Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 0 | 1 | 35 | HKD | - | - |
hcf+K
Orochi Yashiro oyashiro_hcf+b | ||||||||||
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hcf+B
41236B Odoru Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 19 | 1 | 22 | SKD | - | - |
Orochi Yashiro oyashiro_hcf+d | ||||||||||
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hcf+D
41236D Odoru Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 22 | 1 | 22 | SKD | - | - |
qcb+P
Orochi Yashiro oyashiro_qcb+a | ||||||||||
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qcb+A
214A Kujiki Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 25 | Until Landing | 34 | - | - | - |
Orochi Yashiro oyashiro_qcb+c | ||||||||||
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qcb+C
214C Kujiki Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 29 | Until Landing | 41 | - | - | - |
Desperation Moves
hcb,hcb+P
Orochi Yashiro oyashiro_hcbhcb+P | ||||||||||
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hcb,hcb+P
6321463214P Ankoku Jigoku Gokuraku Otoshi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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. | ||
- | - | - | 0 | 1 | 34 | HKD | - | - |
qcf,qcf+K
Orochi Yashiro oyashiro_qcfqcf+k | ||||||||||
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qcf,qcf+K
236236K Araburu Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 13 | Until landing | 31 | HKD | - | - |
qcf,qcf+P
Orochi Yashiro oyashiro_qcfqcf+a | ||||||||||
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qcf,qcf+A
236236A Hoeru Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 20 if released immediately | 2, 2, 3 | 39 | SKD | - | - |
Orochi Yashiro oyashiro_qcfqcf+c | ||||||||||
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qcf,qcf+C
236236C Hoeru Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 21 if released immediately | 2, 2, 3 | 40 | SKD | - | - |
Super Desperation Moves
hcb,hcb+P
Orochi Yashiro oyashiro_hcbhcb+Psdm | ||||||||||
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hcb,hcb+P
6321463214P Ankoku Jigoku Gokuraku Otoshi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is 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. | ||
- | - | - | 0 | 1 | 35 | HKD | - | - |
qcf,qcf+K
Orochi Yashiro oyashiro_qcfqcf+ksdm | ||||||||||
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qcf,qcf+K
236236K Araburu Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 13 | Until landing | 31 | HKD | - | 1-10f inv |
qcf,qcf+P
Orochi Yashiro oyashiro_qcfqcf+psdm | ||||||||||
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qcf,qcf+P
236236P Hoeru Daichi | ||||||||||
Damagez (x+y) 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. | ||
- | - | - | 20 if released immediately | 2, 2, 3 | 39 | SKD | - | - |