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The King of Fighters '98 UMFE/Orochi Yashiro/Data: Difference between revisions

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Surabu! (talk | contribs)
Updated startups to remove the 1st active frame more in line with new wiki standard
 
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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 = 4
| startup = 3
| active = 4
| active = 4
| recovery = 4
| recovery = 4
Line 34: Line 34:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 5
| active = 5
| recovery = 9
| recovery = 9
| hitadv = 0
| hitadv = 0
| blockadv = -2
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 53: Line 53:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 4, 4
| active = 4, 4
| recovery = 15
| recovery = 15
Line 61: Line 61:
| display  = 200px
| display  = 200px
}}
}}
====cl.D====
====cl.D====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cld
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cld
Line 73: Line 72:
| guard = Low
| guard = Low
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 5
| active = 5
| recovery = 21
| recovery = 21
Line 94: Line 93:
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =  
| cancel = C
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 103: 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 136: Line 134:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 11
| startup = 10
| active = 3
| active = 3
| recovery = 27
| recovery = 27
Line 156: Line 154:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 4
| active = 4
| recovery = 33
| recovery = 33
Line 164: Line 162:
| display  = 200px
| display  = 200px
}}
}}
===Crouch Normals===
===Crouch Normals===
====cr.A====
====cr.A====
Line 169: Line 168:
| name = crouch A
| name = crouch A
| input = cr.A
| input = cr.A
| input2 = A
| input2 = 2A
| images = yashiro_cr.a_umfe.png
| images = yashiro_cr.a_umfe.png
| hitboxes =  
| hitboxes =  
Line 177: Line 176:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 6
| recovery = 6
Line 189: Line 188:
| name = crouch B
| name = crouch B
| input = cr.B
| input = cr.B
| input2 = B
| input2 = 2B
| images = yashiro_cr.b_umfe.png
| images = yashiro_cr.b_umfe.png
| hitboxes =  
| hitboxes =  
Line 197: Line 196:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 3
| active = 3
| recovery = 10
| recovery = 10
Line 209: Line 208:
| name = crouch C
| name = crouch C
| input = cr.C
| input = cr.C
| input2 = C
| 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 217: Line 216:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 4
| startup = 3
| active = 2, 3
| active = 2, 3
| recovery = 28
| recovery = 28
Line 225: Line 224:
| display  = 200px
| display  = 200px
}}
}}
====cr.D====
====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 = D
| 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 237: Line 235:
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel =  
| cancel = C
| startup = 10
| startup = 9
| active = 3, (5), 5
| active = 3, (5), 5
| recovery = 22
| recovery = 22
| hitadv = SKD
| hitadv = SKD
| blockadv = -12
| blockadv = '''1st'''= -17 ; '''2nd'''= -9
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 252: Line 250:
| name = jump A
| name = jump A
| input = j.A
| input = j.A
| input2 = A
| images = yashiro_j.a_umfe.png
| images = yashiro_j.a_umfe.png
| hitboxes =  
| hitboxes =  
Line 260: Line 257:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 9
| active = 9
| recovery =  
| recovery =  
Line 272: Line 269:
| name = jump B
| name = jump B
| input = j.B
| input = j.B
| input2 = B
| images = yashiro_j.b_umfe.png
| images = yashiro_j.b_umfe.png
| hitboxes =  
| hitboxes =  
Line 280: Line 276:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 8
| startup = 7
| active = 9
| active = 9
| recovery =  
| recovery =  
Line 292: Line 288:
| name = jump C
| name = jump C
| input = j.C
| input = j.C
| input2 = C
| images = yashiro_j.c_umfe.png
| images = yashiro_j.c_umfe.png
| hitboxes =  
| hitboxes =  
Line 300: Line 295:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 9
| startup = 8
| active = 5
| active = 5
| recovery =  
| recovery =  
Line 312: Line 307:
| name = jump D
| name = jump D
| input = j.D
| input = j.D
| input2 = D
| images = yashiro_j.d_umfe.png
| images = yashiro_j.d_umfe.png
| hitboxes =  
| hitboxes =  
Line 320: Line 314:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 8
| startup = 7
| active = 5
| active = 5
| recovery =  
| recovery =  
Line 328: Line 322:
| display  = 200px
| display  = 200px
}}
}}
===Blowback Normals===
===Blowback Normals===
====st.CD====
====st.CD====
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| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 16
| startup = 15
| active = 5
| active = 5
| recovery = 24
| recovery = 24
Line 349: 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
| input2 = D
| images = yashiro_j.cd_umfe.png
| images = yashiro_j.cd_umfe.png
| hitboxes =  
| hitboxes =  
Line 362: Line 355:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 4
| active = 4
| recovery =  
| recovery =  
Line 370: Line 363:
| display  = 200px
| display  = 200px
}}
}}
===Command Normals===
 
==Command Normals==
====f+A====
====f+A====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawfa
{{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
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| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = C
| cancel =  
| startup = 19
| startup = 18
| active = 3
| active = 3
| recovery = 24
| recovery = 24
Line 391: Line 387:
| display  = 200px
| display  = 200px
}}
}}
====f+A====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelf+a
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelfa
| 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 403: Line 401:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 19
| startup = 13
| active = 3
| active = 3
| recovery = 24
| recovery = 24
| hitadv = HKD
| hitadv = -7
| blockadv = -9
| blockadv = -9
| invul =  
| invul =  
Line 412: Line 410:
}}
}}
====f+B====
====f+B====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_rawfb
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_f+b
| name = Baku
| name = Baku
| input = f+B
| input = f+B
| version  = Raw
| input2  = 6B
| images = yashiro_fb_umfe.png
| images = yashiro_fb_umfe.png
| hitboxes =  
| hitboxes =  
Line 423: Line 421:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 12
| startup = 11
| active = 5
| active = 5
| recovery = 29
| recovery = 28
| hitadv = -13
| hitadv = -13
| blockadv = -15
| blockadv = -15
Line 431: Line 429:
| display  = 200px
| display  = 200px
}}
}}
====f+B====
 
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_cancelfb
==Special Moves==
| name = Saku
| input = f+A
| version  = Cancelled into
| images = yashiro_fb_umfe.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = C
| startup = 12
| active = 5
| recovery = 29
| hitadv = -13
| blockadv = -15
| invul =
| display  = 200px
}}
===Special Moves===
====hcf+P====
====hcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcf+p
| name = Niragu Daichi
| name = Niragu Daichi
| input = hcf+P
| input = hcf+P
Line 468: Line 447:
| hitadv = HKD
| hitadv = HKD
| blockadv =
| blockadv =
| invul = 1-8F
| invul = (1~8)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====hcb,f+P====
====hcb,f+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbf+p
| name = Musebu Daichi
| name = Musebu Daichi
| input = hcb,f+P
| input = hcb,f+P
Line 482: Line 461:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 1
| startup = 0
| active =  
| active = 1
| recovery = 35
| recovery = 35
| hitadv = HKD
| hitadv = HKD
Line 491: Line 470:
}}
}}
====hcf+K====
====hcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcfb
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcf+b
| name = Odoru Daichi
| name = Odoru Daichi
| version  = B
| version  = hcf+B
| input = hcf+K
| version2  = 41236B
| orderId = 1
| input = hcf+B
| input2 = 41236B
| images = oyashiro_hcfk_umfe.png
| images = oyashiro_hcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 510: Line 492:
| display  = 200px
| display  = 200px
}}
}}
====hcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcf+d
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcfd
| name = Odoru Daichi
| name = Odoru Daichi
| version  = D
| version  = hcf+D
| input = hcf+K
| version2  = 41236D
| orderId = 2
| header = no
| input = hcf+D
| input2 = 41236D
| images = oyashiro_hcfk_umfe.png
| images = oyashiro_hcfk_umfe.png
| hitboxes =  
| hitboxes =  
Line 531: Line 516:
}}
}}
====qcb+P====
====qcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcba
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcb+a
| name = Kujiki Daichi
| name = Kujiki Daichi
| version  = A
| version  = qcb+A
| input = qcb+P
| version2  = 214A
| orderId = 1
| input2 = 214A
| input = qcb+A
| images = oyashiro_qcbp_umfe.png
| images = oyashiro_qcbp_umfe.png
| hitboxes =  
| hitboxes =  
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| display  = 200px
| display  = 200px
}}
}}
====qcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcb+c
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcbc
| name = Kujiki Daichi
| name = Kujiki Daichi
| version  = C
| version  = qcb+C
| input = qcb+P
| version2  = 214C
| orderId = 2
| header = no
| input2 = 214C
| input = qcb+C
| images = oyashiro_qcbp_umfe.png
| images = oyashiro_qcbp_umfe.png
| hitboxes =  
| hitboxes =  
Line 573: Line 564:
==Desperation Moves==
==Desperation Moves==
====hcb,hcb+P====
====hcb,hcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbhcbP
{{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 583: Line 575:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 1
| startup = 0
| active =  
| active = 1
| recovery = 34
| recovery = 34
| hitadv = HKD
| hitadv = HKD
Line 592: Line 584:
}}
}}
====qcf,qcf+K====
====qcf,qcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfk
{{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 603: Line 596:
| cancel =  
| cancel =  
| startup = 13
| startup = 13
| active = Active until landing
| active = Until landing
| recovery = 31
| recovery = 31
| hitadv = HKD
| hitadv = HKD
Line 610: Line 603:
| display  = 200px
| display  = 200px
}}
}}
====qcf,qcf+P====
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfp
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+a
| name = Hoeru Daichi
| 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
| name = Hoeru Daichi
| input = qcf,qcf+P
| 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 622: Line 641:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 20 if the button is released immediately
| startup = 21 if released immediately
| active = 2, 2, 3
| active = 2, 2, 3
| recovery = 40
| recovery = 40
Line 633: Line 652:
==Super Desperation Moves==
==Super Desperation Moves==
====hcb,hcb+P====
====hcb,hcb+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_hcbhcbPsdm
{{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 643: Line 663:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 1
| startup = 0
| active =  
| active = 1
| recovery = 35
| recovery = 35
| hitadv = HKD
| hitadv = HKD
Line 652: Line 672:
}}
}}
====qcf,qcf+K====
====qcf,qcf+K====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfksdm
{{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 663: Line 684:
| cancel =  
| cancel =  
| startup = 13
| startup = 13
| active = Active until landing
| active = Until landing
| recovery = 31
| recovery = 31
| hitadv = HKD
| hitadv = HKD
Line 670: Line 691:
| display  = 200px
| display  = 200px
}}
}}
====qcf,qcf+P====
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcfpsdm
{{MoveData-KOF98FE | character = Orochi Yashiro  | moveId = oyashiro_qcfqcf+psdm
| name = Hoeru Daichi
| 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 682: Line 703:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup = 20 if the button is released immediately
| startup = 20 if released immediately
| active = 2, 2, 3
| active = 2, 2, 3
| recovery = 39
| recovery = 39
Line 690: Line 711:
| 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

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Normals

Close Standing Normals

cl.A

Orochi Yashiro
oyashiro_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.
-MidC344+4+2-


cl.B

Orochi Yashiro
oyashiro_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.
-MidC3590-4-


cl.C

Orochi Yashiro
oyashiro_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.
-MidC34, 415-3-5-


cl.D

Orochi Yashiro
oyashiro_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.
-LowC3521-6-8-


Far Standing Normals

st.A

Orochi Yashiro
oyashiro_sta
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.
-MidC347+1-1-


st.B

Orochi Yashiro
oyashiro_stb
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-5813-9-11-


st.C

Orochi Yashiro
oyashiro_stc
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.
-MidC10327-10-12-


st.D

Orochi Yashiro
oyashiro_std
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.
-MidC8433-17-19-


Crouch Normals

cr.A

Orochi Yashiro
oyashiro_cra
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.
-MidC346+20-


cr.B

Orochi Yashiro
oyashiro_crb
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-6310-1-3-


cr.C

Orochi Yashiro
oyashiro_crc
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.
-MidC32, 328-13-15-


cr.D

Orochi Yashiro
oyashiro_crd
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.
-LowC93, (5), 522SKD1st= -17 ; 2nd= -9-


Jump Normals

j.A

Orochi Yashiro
oyashiro_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-69----


j.B

Orochi Yashiro
oyashiro_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-79----


j.C

Orochi Yashiro
oyashiro_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-85----


j.D

Orochi Yashiro
oyashiro_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-75----


Blowback Normals

st.CD

Orochi Yashiro
oyashiro_stcd
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.
-MidC15524SKD-7-


j.CD

Orochi Yashiro
oyashiro_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-114----


Command Normals

f+A

Orochi Yashiro
oyashiro_rawf+a
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-18324HKD-9-



Orochi Yashiro
oyashiro_cancelf+a
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.
-MidC13324-7-9-


f+B

Orochi Yashiro
oyashiro_f+b
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.
-MidC11528-13-15-


Special Moves

hcf+P

Orochi Yashiro
oyashiro_hcf+p
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.
---8128HKD-(1~8)_Hit+Throw_(Full)


hcb,f+P

Orochi Yashiro
oyashiro_hcbf+p
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.
---0135HKD--


hcf+K

Orochi Yashiro
oyashiro_hcf+b
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.
---19122SKD--



Orochi Yashiro
oyashiro_hcf+d
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.
---22122SKD--


qcb+P

Orochi Yashiro
oyashiro_qcb+a
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.
---25Until Landing34---



Orochi Yashiro
oyashiro_qcb+c
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.
---29Until Landing41---


Desperation Moves

hcb,hcb+P

Orochi Yashiro
oyashiro_hcbhcb+P
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.
---0134HKD--


qcf,qcf+K

Orochi Yashiro
oyashiro_qcfqcf+k
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.
---13Until landing31HKD--


qcf,qcf+P

Orochi Yashiro
oyashiro_qcfqcf+a
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 immediately2, 2, 339SKD--



Orochi Yashiro
oyashiro_qcfqcf+c
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 immediately2, 2, 340SKD--


Super Desperation Moves

hcb,hcb+P

Orochi Yashiro
oyashiro_hcbhcb+Psdm
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.
---0135HKD--


qcf,qcf+K

Orochi Yashiro
oyashiro_qcfqcf+ksdm
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.
---13Until landing31HKD-1-10f inv


qcf,qcf+P

Orochi Yashiro
oyashiro_qcfqcf+psdm
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 immediately2, 2, 339SKD--


Navigation

The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
System

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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