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

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Franck Frost (talk | contribs)
No edit summary
Surabu! (talk | contribs)
Updated startups to remove the 1st active frame more in line with new wiki standard
 
(8 intermediate revisions by 3 users not shown)
Line 16: Line 16:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 5
| startup = 4
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 35: Line 35:
| guard = Low
| guard = Low
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 54: Line 54:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 2
| active = 2, 5
| active = 2, 5
| recovery = 14
| recovery = 14
Line 73: Line 73:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 6
| active = 6
| recovery = 13
| recovery = 13
Line 85: Line 85:
====st.A====
====st.A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_sta
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_sta
| name = stand A
| name = far A
| input = st.A
| input = 5A
| input2 = A
| input2 = A
| images = iori_st.a_umfe.png
| images = iori_st.a_umfe.png
Line 95: Line 95:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = 4
| recovery = 4
Line 105: Line 105:
====st.B====
====st.B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stb
| name = stand B
| name = far B
| input = st.B
| input = 5B
| input2 = B
| input2 = B
| images = iori_st.b_umfe.png
| images = iori_st.b_umfe.png
Line 115: Line 115:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 125: Line 125:
====st.C====
====st.C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stc
| name = stand C
| name = far C
| input = st.C
| input = 5C
| input2 = C
| input2 = C
| images = iori_st.c_umfe.png
| images = iori_st.c_umfe.png
Line 135: Line 135:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 3
| active = 3
| recovery = 19
| recovery = 19
Line 145: Line 145:
====st.D====
====st.D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_std
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_std
| name = stand D
| name = far D
| input = st.D
| input = 5D
| input2 = D
| input2 = D
| images = iori_st.d_umfe.png
| images = iori_st.d_umfe.png
Line 155: Line 155:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 11
| startup = 10
| active = 8
| active = 8
| recovery = 17
| recovery = 17
Line 168: Line 168:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cra
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cra
| name = crouch A
| name = crouch A
| input = cr.A
| input = 2A
| input2 = 2A
| input2 = 2A
| images = iori_cr.a_umfe.png
| images = iori_cr.a_umfe.png
Line 177: Line 177:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 3
| active = 3
| recovery = 7
| recovery = 7
Line 185: Line 185:
| display  = 200px
| display  = 200px
}}
}}
====cr.B====
====cr.B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crb
| name = crouch B
| name = crouch B
| input = cr.B
| input = 2B
| input2 = 2B
| input2 = 2B
| images = iori_cr.b_umfe.png
| images = iori_cr.b_umfe.png
Line 197: Line 198:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 5
| active = 5
| recovery = 5
| recovery = 5
Line 208: Line 209:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crc
| name = crouch C
| name = crouch C
| input = cr.C
| input = 2C
| input2 = 2C
| input2 = 2C
| images = iori_cr.c_umfe.png
| images = iori_cr.c_umfe.png
Line 217: Line 218:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 8
| startup = 7
| active = 5
| active = 5
| recovery = 16
| recovery = 16
Line 228: Line 229:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crd
| name = crouch D
| name = crouch D
| input = cr.D
| input = 2D
| input2 = 2D
| input2 = 2D
| images = iori_cr.d_umfe.png
| images = iori_cr.d_umfe.png
Line 237: Line 238:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 6
| active = 6
| recovery = 31
| recovery = 31
Line 258: Line 259:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 5
| startup = 4
| active = 9
| active = 9
| recovery =  
| recovery =  
Line 277: Line 278:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 7
| active = 7
| recovery =  
| recovery =  
Line 296: Line 297:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery =  
| recovery =  
Line 315: Line 316:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 3, 2
| active = 3, 2
| recovery =  
| recovery =  
Line 328: Line 329:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stcd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stcd
| name = stand CD
| name = stand CD
| input = st.CD
| input = 5CD
| input2 = CD
| input2 = CD
| images = iori_st.CD_umfe.png
| images = iori_st.CD_umfe.png
Line 337: Line 338:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 12
| startup = 11
| active = 5
| active = 5
| recovery = 24
| recovery = 24
Line 356: Line 357:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 14
| startup = 13
| active = 4
| active = 4
| recovery =  
| recovery =  
Line 369: Line 370:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a
| name = Dream Blast
| name = Dream Blast
| input = f+A
| input = 6A
| input2  = 6A
| input2  = 6A
| orderId = 1
| orderId = 1
| version = f+A
| version = 6A
| version2 = 6A
| version2 = 6A
| images = iori_fA_umfe.png
| images = iori_fA_umfe.png
Line 381: Line 382:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 4
| active = 4
| recovery = 19
| recovery = 19
Line 392: Line 393:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a>a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a>a
| name = Dream Blast
| name = Dream Blast
| input = f+A > A
| input = 6A > A
| input2  = 6A > A
| input2  = 6A > A
| header = no
| header = no
| orderId = 2
| orderId = 2
| version = f+A > A
| version = 6A > A
| version2 = 6A > A
| version2 = 6A > A
| images = iori_fAA_umfe.png
| images = iori_fAA_umfe.png
Line 405: Line 406:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 10
| startup = 9
| active = 7
| active = 7
| recovery = 15
| recovery = 15
Line 418: Line 419:
| version = Raw
| version = Raw
| orderId = 1
| orderId = 1
| input = f+B
| input = 6B
| input2  = 6B
| input2  = 6B
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png
Line 427: Line 428:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 25
| startup = 24
| active = 3, 3 ,3
| active = 3, 3 ,3
| recovery = 20
| recovery = 20
Line 440: Line 441:
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = f+B
| input = 6B
| input2  = 6B
| input2  = 6B
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png  
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png  
Line 449: Line 450:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 21
| startup = 20
| active = 3, 3 ,3
| active = 3, 3 ,3
| recovery = 20
| recovery = 20
Line 460: Line 461:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_jb+b
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_jb+b
| name = Lily Breaker
| name = Lily Breaker
| input = j.b+B
| input = j.4B
| input2 = j.4B
| input2 = j.4B
| images = iori_bB_umfe.png
| images = iori_bB_umfe.png
Line 469: Line 470:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 2
| startup = 1
| active = 6
| active = 6
| recovery =  
| recovery =  
Line 479: Line 480:


==Special Moves==
==Special Moves==
====qcf+A====
====qcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcf+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcf+a
| name = Fire Ball
| name = Fire Ball
| version = qcf+A
| version = 236A
| version2 = 236A
| version2 = 236A
| orderId = 1
| orderId = 1
| input = qcf+A
| input = 236A
| input2  = 236A
| input2  = 236A
| images = iori_qcfA_umfe.png
| images = iori_qcfA_umfe.png
Line 494: Line 495:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = While on screen
| active = While on screen
| recovery = 34
| recovery = 34
Line 502: Line 503:
| display  = 200px
| display  = 200px
}}
}}
====qcf+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcf+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcf+c
| name = Fire Ball
| name = Fire Ball
| version = qcf+C
| version = 236C
| version2 = 236C
| version2 = 236C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcf+C
| input = 236C
| input2  = 236C
| input2  = 236C
| images = iori_qcfA_umfe.png
| images = iori_qcfA_umfe.png
Line 518: Line 518:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = While on screen
| active = While on screen
| recovery = 41
| recovery = 41
Line 526: Line 526:
| display  = 200px
| display  = 200px
}}
}}
====dp+A====
 
====dp+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+a
| name = Dark Thrust
| name = Dark Thrust
| version = dp+A
| version = 623A
| version2 = 623A
| version2 = 623A
| orderId = 1
| orderId = 1
| input = dp+A
| input = 623A
| input2  = 623A
| input2  = 623A
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png
Line 541: Line 542:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 1, 2, 8
| active = 1, 2, 8
| recovery = 26
| recovery = 26
Line 549: Line 550:
| display  = 200px
| display  = 200px
}}
}}
====dp+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+c
| name = Dark Thrust
| name = Dark Thrust
| version = dp+C
| version = 623C
| version2 = 623C
| version2 = 623C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = dp+C
| input = 623C
| input2  = 623C
| input2  = 623C
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png
Line 565: Line 565:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 2, 3, 13
| active = 2, 3, 13
| recovery = 41
| recovery = 41
Line 573: Line 573:
| display  = 200px
| display  = 200px
}}
}}
====qcb+A====
====qcb+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+A
| version = 214A
| version2 = 214A
| version2 = 214A
| orderId = 1
| orderId = 1
| input = qcb+A
| input = 214A
| input2  = 214A
| input2  = 214A
| images = iori_qcb1_umfe.png
| images = iori_qcb1_umfe.png
Line 588: Line 589:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 9
| startup = 8
| active = 3
| active = 3
| recovery = 26
| recovery = 26
Line 599: Line 600:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+A > qcb+P
| version = 214A > 214P
| version2 = 214A > 214P
| version2 = 214A > 214P
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcb+A > qcb+P
| input = 214A > 214P
| input2  = 214A > 214P
| input2  = 214A > 214P
| images = iori_qcb2_umfe.png
| images = iori_qcb2_umfe.png
Line 612: Line 613:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 8
| startup = 7
| active = 3
| active = 3
| recovery = 29
| recovery = 29
Line 623: Line 624:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+A > qcb+P > qcb+P
| version = 214A > 214P > 214P
| version2 = 214A > 214P > 214P
| version2 = 214A > 214P > 214P
| orderId = 3
| orderId = 3
| header = no
| header = no
| input = qcb+A > qcb+P > qcb+P
| input = 214A > 214P > 214P
| input2  = 214A > 214P > 214P
| input2  = 214A > 214P > 214P
| images = iori_qcb3_umfe.png
| images = iori_qcb3_umfe.png
Line 636: Line 637:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18
| startup = 17
| active = 2
| active = 2
| recovery = 29
| recovery = 29
Line 647: Line 648:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+C
| version = 214C
| version2 = 214C
| version2 = 214C
| orderId = 4
| orderId = 4
| header = no
| header = no
| input = qcb+C
| input = 214C
| input2  = 214C
| input2  = 214C
| images = iori_qcb1_umfe.png
| images = iori_qcb1_umfe.png
Line 660: Line 661:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 28
| recovery = 28
Line 671: Line 672:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+C > qcb+P
| version = 214C > 214P
| version2 = 214C > 214P
| version2 = 214C > 214P
| orderId = 5
| orderId = 5
| header = no
| header = no
| input = qcb+C > qcb+P
| input = 214C > 214P
| input2  = 214C > 214P
| input2  = 214C > 214P
| images = iori_qcb2_umfe.png
| images = iori_qcb2_umfe.png
Line 684: Line 685:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 29
| recovery = 29
Line 695: Line 696:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+C > qcb+P > qcb+P
| version = 214C > 214P > 214P
| version2 = 214C > 214P > 214P
| version2 = 214C > 214P > 214P
| orderId = 6
| orderId = 6
| header = no
| header = no
| input = qcb+C > qcb+P > qcb+P
| input = 214C > 214P > 214P
| input2  = 214C > 214P > 214P
| input2  = 214C > 214P > 214P
| images = iori_qcb3_umfe.png
| images = iori_qcb3_umfe.png
Line 708: Line 709:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18
| startup = 17
| active = 9
| active = 9
| recovery = 31
| recovery = 31
Line 716: Line 717:
| display  = 200px
| display  = 200px
}}
}}
====dp+B====
 
====dp+K====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+b
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+b
| name = Slash Talon Comb
| name = Slash Talon Comb
| version = dp+B
| version = 623B
| version2 = 623B
| version2 = 623B
| orderId = 1
| orderId = 1
| input = dp+B
| input = 623B
| input2  = 623B
| input2  = 623B
| images = iori_dpK_umfe.png
| images = iori_dpK_umfe.png
Line 731: Line 733:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 25
| startup = 24
| active = 5
| active = 5
| recovery = 25
| recovery = 25
Line 739: Line 741:
| display  = 200px
| display  = 200px
}}
}}
====dp+D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+d
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+d
| name = Slash Talon Comb
| name = Slash Talon Comb
| version = dp+D
| version = 623D
| version2 = 623D
| version2 = 623D
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = dp+D
| input = 623D
| input2  = 623D
| input2  = 623D
| images = iori_dpK_umfe.png
| images = iori_dpK_umfe.png
Line 755: Line 756:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 30
| startup = 29
| active = 5
| active = 5
| recovery = 27
| recovery = 27
Line 764: Line 765:
}}
}}


====hcb+B====
====hcb+K====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+b
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+b
| name = Dark Crescent Slice
| name = Dark Crescent Slice
| version = hcb+B
| version = 63214B
| version2 = 63214B
| version2 = 63214B
| orderId = 1
| orderId = 1
| input = hcb+B
| input = 63214B
| input2  = 63214B
| input2  = 63214B
| images = iori_hcbK_umfe.png
| images = iori_hcbK_umfe.png
Line 779: Line 780:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6 (Run), 12 (Attack)
| startup = 5 (Run), 11 (Attack)
| active = 16 (Run), 8 (Attack)
| active = 16 (Run), 8 (Attack)
| recovery = 14 (Run), 16 (Attack)
| recovery = 14 (Run), 16 (Attack)
Line 787: Line 788:
| display  = 200px
| display  = 200px
}}
}}
====hcb+D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+d
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+d
| name = Dark Crescent Slice
| name = Dark Crescent Slice
| version = hcb+D
| version = 63214D
| version2 = 63214D
| version2 = 63214D
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = hcb+D
| input = 63214D
| input2  = 63214D
| input2  = 63214D
| images = iori_hcbK_umfe.png
| images = iori_hcbK_umfe.png
Line 804: Line 803:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup  = 6 (Run), 12 (Attack)
| startup  = 5 (Run), 11 (Attack)
| active    = 24 (Run), 8 (Attack)
| active    = 24 (Run), 8 (Attack)
| recovery  = 14 (Run), 16 (Attack)
| recovery  = 14 (Run), 16 (Attack)
Line 816: Line 815:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbf+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbf+p
| name = Scum Gale
| name = Scum Gale
| input = hcb,f + A/C
| input = 632146A/C
| images = iori_cmd_grab_umfe.png
| images = iori_cmd_grab_umfe.png
| hitboxes =  
| hitboxes =  
Line 824: Line 823:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup  = 9
| startup  = 8
| active    = 1
| active    = 1
| recovery  = 30
| recovery  = 30
Line 834: Line 833:


==Desperation Moves==
==Desperation Moves==
====qcf hcb+A====
====qcf hcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+a
| name = Maiden Masher
| name = Maiden Masher
| version = qcf hcb+A
| version = 2363214A
| version2 = 2363214A
| version2 = 2363214A
| orderId = 1
| orderId = 1
| input = qcf hcb+A
| input = 2363214A
| input2  = 2363214A
| input2  = 2363214A
| images = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
Line 849: Line 848:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 16
| active = 16
| recovery = 40
| recovery = 40
Line 857: Line 856:
| display  = 200px
| display  = 200px
}}
}}
====qcf hcb+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+c
| name = Maiden Masher
| name = Maiden Masher
| version = qcf hcb+C
| version = 2363214C
| version2 = 2363214C
| version2 = 2363214C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcf hcb+C
| input = 2363214C
| input2  = 2363214C
| input2  = 2363214C
| images = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
Line 873: Line 871:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 24
| active = 24
| recovery = 42
| recovery = 42
Line 881: Line 879:
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+A====
 
====qcb hcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+a
| name = One For The Road Blast
| name = One For The Road Blast
| version = qcb hcf+A
| version = 2141236A
| version2 = 2141236A
| version2 = 2141236A
| orderId = 1
| orderId = 1
| input = qcb hcf+A
| input = 2141236A
| input2  = 2141236A
| input2  = 2141236A
| images = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
Line 896: Line 895:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18 (If released immediately)
| startup = 17 (If released immediately)
| active = 24
| active = 24
| recovery = 45
| recovery = 45
Line 904: Line 903:
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+c
| name = One For The Road Blast
| name = One For The Road Blast
| version = qcb hcf+C
| version = 2141236C
| version2 = 2141236C
| version2 = 2141236C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcb hcf+C
| input = 2141236C
| input2  = 2141236C
| input2  = 2141236C
| images = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
Line 920: Line 918:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18 (If released immediately)
| startup = 17 (If released immediately)
| active = 34
| active = 34
| recovery = 49
| recovery = 49
Line 933: Line 931:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+psdm
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+psdm
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+P
| input = 2363214P
| input2  = 2363214P
| input2  = 2363214P
| images = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
Line 942: Line 940:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 24
| active = 24
| recovery = 42
| recovery = 42
| hitadv = SKD
| hitadv = SKD
| blockadv =  
| blockadv = -48 ~ -25
| invul = -48 ~ -25
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+P====
====qcb hcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+psdm
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+psdm
| name = One For The Road Blast
| name = One For The Road Blast
| input = qcb hcf+P
| input = 2141236P
| input2  = 2141236P
| input2  = 2141236P
| images = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
Line 962: Line 961:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup  = 18 (If the button is released immediately)
| startup  = 17 (If released immediately)
| active    = Each pillar is active for 8F
| active    = Each pillar is active for 8f
| recovery  = 51
| recovery  = 51
| hitadv =  
| hitadv =  
Line 974: Line 973:
{{CharNavbox 98FE}}
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Iori Yagami]]

Latest revision as of 12:26, 7 August 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Normals

Close Standing Normals

cl.A

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


cl.B

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


cl.C

Iori Yagami
iori_clc
cl.C
cl.C
close C

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


cl.D

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


Far Standing Normals

st.A

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


st.B

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


st.C

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


st.D

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


Crouch Normals

cr.A

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


cr.B

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


cr.C

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


cr.D

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


Jump Normals

j.A

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


j.B

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


j.C

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


j.D

Iori Yagami
iori_jd
j.D
j.D
jump D

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


Blowback Normals

st.CD

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


j.CD

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


Command Normals

f+A

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


f+A>A

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


f+B

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


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



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


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


j.b+B

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


Special Moves

qcf+P

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



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


dp+P

Iori Yagami
iori_dp+a
623A
623A
Dark Thrust


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



Iori Yagami
iori_dp+c
623C
623C
Dark Thrust


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


qcb+A

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


qcb+A>qcb+P

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


qcb+A>qcb+P>qcb+P

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


qcb+C

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


qcb+C>qcb+P

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


qcb+C>qcb+P>qcb+P

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


dp+K

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



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


hcb+K

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



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


hcb,f+P

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


Desperation Moves

qcf hcb+P

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



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


qcb hcf+P

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



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


Super Desperation Moves

qcf hcb+P

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


qcb hcf+P

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


Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

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

EX Characters

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