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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 |
Updated startups to remove the 1st active frame more in line with new wiki standard |
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(4 intermediate revisions by 2 users not shown) | |||
Line 16: | Line 16: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 4 | ||
| active = 4 | | active = 4 | ||
| recovery = 5 | | recovery = 5 | ||
Line 35: | Line 35: | ||
| guard = Low | | guard = Low | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = 7 | | recovery = 7 | ||
Line 54: | Line 54: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 2 | ||
| active = 2, 5 | | active = 2, 5 | ||
| recovery = 14 | | recovery = 14 | ||
Line 73: | Line 73: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | 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 = | | name = far A | ||
| input = | | 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 = | | 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 = | | name = far B | ||
| input = | | 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 = | | 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 = | | name = far C | ||
| input = | | 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 = | | 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 = | | name = far D | ||
| input = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | startup = 5 | ||
| active = 6 | | active = 6 | ||
| recovery = 31 | | recovery = 31 | ||
Line 258: | Line 259: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = | ||
Line 277: | Line 278: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = | ||
Line 296: | Line 297: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 9 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = | ||
Line 315: | Line 316: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | 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 = | | 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 = | | startup = 11 | ||
| active = 5 | | active = 5 | ||
| recovery = 24 | | recovery = 24 | ||
Line 356: | Line 357: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | 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 = | | input = 6A | ||
| input2 = 6A | | input2 = 6A | ||
| orderId = 1 | | orderId = 1 | ||
| version = | | 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 = | | 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 = | | input = 6A > A | ||
| input2 = 6A > A | | input2 = 6A > A | ||
| header = no | | header = no | ||
| orderId = 2 | | orderId = 2 | ||
| version = | | 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 = | | startup = 9 | ||
| active = 7 | | active = 7 | ||
| recovery = 15 | | recovery = 15 | ||
Line 418: | Line 419: | ||
| version = Raw | | version = Raw | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | 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 = | | 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 = | | 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 = | | 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. | | 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 = | | startup = 1 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = | ||
Line 482: | Line 483: | ||
{{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 = | | version = 236A | ||
| version2 = 236A | | version2 = 236A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | 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 = | | startup = 9 | ||
| active = While on screen | | active = While on screen | ||
| recovery = 34 | | recovery = 34 | ||
Line 504: | Line 505: | ||
{{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 = | | version = 236C | ||
| version2 = 236C | | version2 = 236C | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | input = 236C | ||
| input2 = 236C | | input2 = 236C | ||
| images = iori_qcfA_umfe.png | | images = iori_qcfA_umfe.png | ||
Line 517: | Line 518: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 9 | ||
| active = While on screen | | active = While on screen | ||
| recovery = 41 | | recovery = 41 | ||
Line 529: | Line 530: | ||
{{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 = | | version = 623A | ||
| version2 = 623A | | version2 = 623A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | 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 = | | startup = 5 | ||
| active = 1, 2, 8 | | active = 1, 2, 8 | ||
| recovery = 26 | | recovery = 26 | ||
Line 551: | Line 552: | ||
{{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 = | | version = 623C | ||
| version2 = 623C | | version2 = 623C | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | 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 564: | Line 565: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = 2, 3, 13 | | active = 2, 3, 13 | ||
| recovery = 41 | | recovery = 41 | ||
Line 576: | Line 577: | ||
{{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 = | | version = 214A | ||
| version2 = 214A | | version2 = 214A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | 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 = | | 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 = | | version = 214A > 214P | ||
| version2 = 214A > 214P | | version2 = 214A > 214P | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | 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 = | | 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 = | | version = 214A > 214P > 214P | ||
| version2 = 214A > 214P > 214P | | version2 = 214A > 214P > 214P | ||
| orderId = 3 | | orderId = 3 | ||
| header = no | | header = no | ||
| input = | | 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 = | | 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 = | | version = 214C | ||
| version2 = 214C | | version2 = 214C | ||
| orderId = 4 | | orderId = 4 | ||
| header = no | | header = no | ||
| input = | | 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 = | | 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 = | | version = 214C > 214P | ||
| version2 = 214C > 214P | | version2 = 214C > 214P | ||
| orderId = 5 | | orderId = 5 | ||
| header = no | | header = no | ||
| input = | | 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 = | | 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 = | | version = 214C > 214P > 214P | ||
| version2 = 214C > 214P > 214P | | version2 = 214C > 214P > 214P | ||
| orderId = 6 | | orderId = 6 | ||
| header = no | | header = no | ||
| input = | | 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 = | | startup = 17 | ||
| active = 9 | | active = 9 | ||
| recovery = 31 | | recovery = 31 | ||
Line 720: | Line 721: | ||
{{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 = | | version = 623B | ||
| version2 = 623B | | version2 = 623B | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 623B | ||
| input2 = 623B | | input2 = 623B | ||
| images = iori_dpK_umfe.png | | images = iori_dpK_umfe.png | ||
Line 732: | Line 733: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 24 | ||
| active = 5 | | active = 5 | ||
| recovery = 25 | | recovery = 25 | ||
Line 742: | Line 743: | ||
{{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 = | | version = 623D | ||
| version2 = 623D | | version2 = 623D | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | 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 = | | startup = 29 | ||
| active = 5 | | active = 5 | ||
| recovery = 27 | | recovery = 27 | ||
Line 767: | Line 768: | ||
{{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 = | | version = 63214B | ||
| version2 = 63214B | | version2 = 63214B | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | 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 = | | 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 789: | Line 790: | ||
{{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 = | | version = 63214D | ||
| version2 = 63214D | | version2 = 63214D | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | input = 63214D | ||
| input2 = 63214D | | input2 = 63214D | ||
| images = iori_hcbK_umfe.png | | images = iori_hcbK_umfe.png | ||
Line 802: | Line 803: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | 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 814: | 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 = | | input = 632146A/C | ||
| images = iori_cmd_grab_umfe.png | | images = iori_cmd_grab_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 822: | Line 823: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 8 | ||
| active = 1 | | active = 1 | ||
| recovery = 30 | | recovery = 30 | ||
Line 835: | Line 836: | ||
{{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 = | | version = 2363214A | ||
| version2 = 2363214A | | version2 = 2363214A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 2363214A | ||
| input2 = 2363214A | | input2 = 2363214A | ||
| images = iori_maidenmasher_umfe.png | | images = iori_maidenmasher_umfe.png | ||
Line 847: | Line 848: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = 16 | | active = 16 | ||
| recovery = 40 | | recovery = 40 | ||
Line 857: | Line 858: | ||
{{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 = | | version = 2363214C | ||
| version2 = 2363214C | | version2 = 2363214C | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | input = 2363214C | ||
| input2 = 2363214C | | input2 = 2363214C | ||
| images = iori_maidenmasher_umfe.png | | images = iori_maidenmasher_umfe.png | ||
Line 870: | Line 871: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = 24 | | active = 24 | ||
| recovery = 42 | | recovery = 42 | ||
Line 882: | Line 883: | ||
{{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 = | | version = 2141236A | ||
| version2 = 2141236A | | version2 = 2141236A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 2141236A | ||
| input2 = 2141236A | | input2 = 2141236A | ||
| images = iori_pillar_umfe.png | | images = iori_pillar_umfe.png | ||
Line 894: | Line 895: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 17 (If released immediately) | ||
| active = 24 | | active = 24 | ||
| recovery = 45 | | recovery = 45 | ||
Line 904: | Line 905: | ||
{{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 = | | version = 2141236C | ||
| version2 = 2141236C | | version2 = 2141236C | ||
| orderId = 2 | | orderId = 2 | ||
| header = no | | header = no | ||
| input = | | input = 2141236C | ||
| input2 = 2141236C | | input2 = 2141236C | ||
| images = iori_pillar_umfe.png | | images = iori_pillar_umfe.png | ||
Line 917: | Line 918: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 17 (If released immediately) | ||
| active = 34 | | active = 34 | ||
| recovery = 49 | | recovery = 49 | ||
Line 930: | 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 = | | input = 2363214P | ||
| input2 = 2363214P | | input2 = 2363214P | ||
| images = iori_maidenmasher_umfe.png | | images = iori_maidenmasher_umfe.png | ||
Line 939: | Line 940: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 11 | ||
| active = 24 | | active = 24 | ||
| recovery = 42 | | recovery = 42 | ||
Line 951: | Line 952: | ||
{{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 = | | input = 2141236P | ||
| input2 = 2141236P | | input2 = 2141236P | ||
| images = iori_pillar_umfe.png | | images = iori_pillar_umfe.png | ||
Line 960: | Line 961: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 17 (If released immediately) | ||
| active = Each pillar is active for 8f | | active = Each pillar is active for 8f | ||
| recovery = 51 | | recovery = 51 |
Latest revision as of 12:26, 7 August 2024
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. | ||
- | Mid | C | 4 | 4 | 5 | +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. | ||
- | Low | C | 5 | 4 | 7 | +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. | ||
- | Mid | C | 2 | 2, 5 | 14 | -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 | - | 5 | 6 | 13 | +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 | - | 6 | 4 | 4 | +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 | - | 6 | 4 | 7 | +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. | ||
- | Mid | C | 8 | 3 | 19 | -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 | - | 10 | 8 | 17 | -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. | ||
- | Mid | C | 5 | 3 | 7 | +2 | 0 | - |
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 | - | 5 | 5 | 5 | +2 | 0 | - |
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. | ||
- | Mid | C | 7 | 5 | 16 | -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 | - | 5 | 6 | 31 | SKD | -19 | - |
Jump Normals
j.A
Iori Yagami iori_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 4 | 9 | - | - | - | - |
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 | - | 5 | 7 | - | - | - | - |
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 | - | 9 | 3 | - | - | - | - |
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 | - | 6 | 3, 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. | ||
- | Mid | C | 11 | 5 | 24 | SKD | -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 | - | 13 | 4 | - | - | - | - |
Command Normals
f+A
Iori Yagami iori_f+a | ||||||||||
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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. | ||
- | Mid | C | 8 | 4 | 19 | -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. | ||
- | Mid | C | 9 | 7 | 15 | -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 | - | 24 | 3, 3 ,3 | 20 | -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. | ||
- | Mid | C | 20 | 3, 3 ,3 | 20 | -3 | -5 | - |
j.b+B
Iori Yagami iori_jb+b | ||||||||||
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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 | - | 1 | 6 | - | - | - | - |
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 | - | 9 | While on screen | 34 | - | - | - |
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 | - | 9 | While on screen | 41 | - | - | - |
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 | - | 5 | 1, 2, 8 | 26 | SKD | -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 | - | 5 | 2, 3, 13 | 41 | SKD | -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 | - | 8 | 3 | 26 | -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 | - | 7 | 3 | 29 | -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 | - | 17 | 2 | 29 | HKD | -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 | - | 11 | 3 | 28 | -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 | - | 11 | 3 | 29 | -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 | - | 17 | 9 | 31 | HKD | -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. | ||
- | Mid | C | 24 | 5 | 25 | -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. | ||
- | Mid | C | 29 | 5 | 27 | -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. | ||
- | - | - | 8 | 1 | 30 | - | - | (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 | - | 5 | 16 | 40 | SKD | -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 | - | 5 | 24 | 42 | SKD | -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) | 24 | 45 | - | - | - |
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) | 34 | 49 | - | - | - |
Super Desperation Moves
qcf hcb+P
Iori Yagami iori_qcfhcb+psdm | ||||||||||
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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 | - | 11 | 24 | 42 | SKD | -48 ~ -25 | - |
qcb hcf+P
Iori Yagami iori_qcbhcf+psdm | ||||||||||
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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 8f | 51 | - | - | - |