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

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AmedoS310 (talk | contribs)
Surabu! (talk | contribs)
Updated startups to remove the 1st active frame more in line with new wiki standard
 
(3 intermediate revisions by 2 users not shown)
Line 16: Line 16:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 5
| startup = 4
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 35: Line 35:
| guard = Low
| guard = Low
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 54: Line 54:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 2
| active = 2, 5
| active = 2, 5
| recovery = 14
| recovery = 14
Line 73: Line 73:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 6
| active = 6
| recovery = 13
| recovery = 13
Line 85: Line 85:
====st.A====
====st.A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_sta
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_sta
| name = stand A
| name = far A
| input = st.A
| input = 5A
| input2 = A
| input2 = A
| images = iori_st.a_umfe.png
| images = iori_st.a_umfe.png
Line 95: Line 95:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = 4
| recovery = 4
Line 105: Line 105:
====st.B====
====st.B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stb
| name = stand B
| name = far B
| input = st.B
| input = 5B
| input2 = B
| input2 = B
| images = iori_st.b_umfe.png
| images = iori_st.b_umfe.png
Line 115: Line 115:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 4
| active = 4
| recovery = 7
| recovery = 7
Line 125: Line 125:
====st.C====
====st.C====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stc
| name = stand C
| name = far C
| input = st.C
| input = 5C
| input2 = C
| input2 = C
| images = iori_st.c_umfe.png
| images = iori_st.c_umfe.png
Line 135: Line 135:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 3
| active = 3
| recovery = 19
| recovery = 19
Line 145: Line 145:
====st.D====
====st.D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_std
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_std
| name = stand D
| name = far D
| input = st.D
| input = 5D
| input2 = D
| input2 = D
| images = iori_st.d_umfe.png
| images = iori_st.d_umfe.png
Line 155: Line 155:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 11
| startup = 10
| active = 8
| active = 8
| recovery = 17
| recovery = 17
Line 177: Line 177:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 6
| startup = 5
| active = 3
| active = 3
| recovery = 7
| recovery = 7
Line 189: Line 189:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crb
| name = crouch B
| name = crouch B
| input = cr.B
| input = 2B
| input2 = 2B
| input2 = 2B
| images = iori_cr.b_umfe.png
| images = iori_cr.b_umfe.png
Line 198: Line 198:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 5
| active = 5
| recovery = 5
| recovery = 5
Line 209: Line 209:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crc
| name = crouch C
| name = crouch C
| input = cr.C
| input = 2C
| input2 = 2C
| input2 = 2C
| images = iori_cr.c_umfe.png
| images = iori_cr.c_umfe.png
Line 218: Line 218:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 8
| startup = 7
| active = 5
| active = 5
| recovery = 16
| recovery = 16
Line 229: Line 229:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_crd
| name = crouch D
| name = crouch D
| input = cr.D
| input = 2D
| input2 = 2D
| input2 = 2D
| images = iori_cr.d_umfe.png
| images = iori_cr.d_umfe.png
Line 238: Line 238:
| guard = Low
| guard = Low
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 6
| active = 6
| recovery = 31
| recovery = 31
Line 259: Line 259:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 5
| startup = 4
| active = 9
| active = 9
| recovery =  
| recovery =  
Line 278: Line 278:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 7
| active = 7
| recovery =  
| recovery =  
Line 297: Line 297:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery =  
| recovery =  
Line 316: Line 316:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 7
| startup = 6
| active = 3, 2
| active = 3, 2
| recovery =  
| recovery =  
Line 329: Line 329:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stcd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_stcd
| name = stand CD
| name = stand CD
| input = st.CD
| input = 5CD
| input2 = CD
| input2 = CD
| images = iori_st.CD_umfe.png
| images = iori_st.CD_umfe.png
Line 338: Line 338:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 12
| startup = 11
| active = 5
| active = 5
| recovery = 24
| recovery = 24
Line 357: Line 357:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 14
| startup = 13
| active = 4
| active = 4
| recovery =  
| recovery =  
Line 370: Line 370:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a
| name = Dream Blast
| name = Dream Blast
| input = f+A
| input = 6A
| input2  = 6A
| input2  = 6A
| orderId = 1
| orderId = 1
| version = f+A
| version = 6A
| version2 = 6A
| version2 = 6A
| images = iori_fA_umfe.png
| images = iori_fA_umfe.png
Line 382: Line 382:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 9
| startup = 8
| active = 4
| active = 4
| recovery = 19
| recovery = 19
Line 393: Line 393:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a>a
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_f+a>a
| name = Dream Blast
| name = Dream Blast
| input = f+A > A
| input = 6A > A
| input2  = 6A > A
| input2  = 6A > A
| header = no
| header = no
| orderId = 2
| orderId = 2
| version = f+A > A
| version = 6A > A
| version2 = 6A > A
| version2 = 6A > A
| images = iori_fAA_umfe.png
| images = iori_fAA_umfe.png
Line 406: Line 406:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 10
| startup = 9
| active = 7
| active = 7
| recovery = 15
| recovery = 15
Line 419: Line 419:
| version = Raw
| version = Raw
| orderId = 1
| orderId = 1
| input = f+B
| input = 6B
| input2  = 6B
| input2  = 6B
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png
Line 428: Line 428:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 25
| startup = 24
| active = 3, 3 ,3
| active = 3, 3 ,3
| recovery = 20
| recovery = 20
Line 441: Line 441:
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = f+B
| input = 6B
| input2  = 6B
| input2  = 6B
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png  
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png  
Line 450: Line 450:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 21
| startup = 20
| active = 3, 3 ,3
| active = 3, 3 ,3
| recovery = 20
| recovery = 20
Line 461: Line 461:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_jb+b
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_jb+b
| name = Lily Breaker
| name = Lily Breaker
| input = j.b+B
| input = j.4B
| input2 = j.4B
| input2 = j.4B
| images = iori_bB_umfe.png
| images = iori_bB_umfe.png
Line 470: Line 470:
| guard = High
| guard = High
| cancel =  
| cancel =  
| startup = 2
| startup = 1
| active = 6
| active = 6
| recovery =  
| recovery =  
Line 483: 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 = qcf+A
| version = 236A
| version2 = 236A
| version2 = 236A
| orderId = 1
| orderId = 1
| input = qcf+A
| input = 236A
| input2  = 236A
| input2  = 236A
| images = iori_qcfA_umfe.png
| images = iori_qcfA_umfe.png
Line 495: Line 495:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = While on screen
| active = While on screen
| recovery = 34
| recovery = 34
Line 505: 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 = qcf+C
| version = 236C
| version2 = 236C
| version2 = 236C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcf+C
| input = 236C
| input2  = 236C
| input2  = 236C
| images = iori_qcfA_umfe.png
| images = iori_qcfA_umfe.png
Line 518: Line 518:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 10
| startup = 9
| active = While on screen
| active = While on screen
| recovery = 41
| recovery = 41
Line 530: 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 = dp+A
| version = 623A
| version2 = 623A
| version2 = 623A
| orderId = 1
| orderId = 1
| input = dp+A
| input = 623A
| input2  = 623A
| input2  = 623A
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png
Line 542: Line 542:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 1, 2, 8
| active = 1, 2, 8
| recovery = 26
| recovery = 26
Line 552: 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 = dp+C
| version = 623C
| version2 = 623C
| version2 = 623C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = dp+C
| input = 623C
| input2  = 623C
| input2  = 623C
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png
Line 565: Line 565:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 2, 3, 13
| active = 2, 3, 13
| recovery = 41
| recovery = 41
Line 577: 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 = qcb+A
| version = 214A
| version2 = 214A
| version2 = 214A
| orderId = 1
| orderId = 1
| input = qcb+A
| input = 214A
| input2  = 214A
| input2  = 214A
| images = iori_qcb1_umfe.png
| images = iori_qcb1_umfe.png
Line 589: Line 589:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 9
| startup = 8
| active = 3
| active = 3
| recovery = 26
| recovery = 26
Line 600: Line 600:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+A > qcb+P
| version = 214A > 214P
| version2 = 214A > 214P
| version2 = 214A > 214P
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcb+A > qcb+P
| input = 214A > 214P
| input2  = 214A > 214P
| input2  = 214A > 214P
| images = iori_qcb2_umfe.png
| images = iori_qcb2_umfe.png
Line 613: Line 613:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 8
| startup = 7
| active = 3
| active = 3
| recovery = 29
| recovery = 29
Line 624: Line 624:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+A > qcb+P > qcb+P
| version = 214A > 214P > 214P
| version2 = 214A > 214P > 214P
| version2 = 214A > 214P > 214P
| orderId = 3
| orderId = 3
| header = no
| header = no
| input = qcb+A > qcb+P > qcb+P
| input = 214A > 214P > 214P
| input2  = 214A > 214P > 214P
| input2  = 214A > 214P > 214P
| images = iori_qcb3_umfe.png
| images = iori_qcb3_umfe.png
Line 637: Line 637:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18
| startup = 17
| active = 2
| active = 2
| recovery = 29
| recovery = 29
Line 648: Line 648:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+C
| version = 214C
| version2 = 214C
| version2 = 214C
| orderId = 4
| orderId = 4
| header = no
| header = no
| input = qcb+C
| input = 214C
| input2  = 214C
| input2  = 214C
| images = iori_qcb1_umfe.png
| images = iori_qcb1_umfe.png
Line 661: Line 661:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 28
| recovery = 28
Line 672: Line 672:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+C > qcb+P
| version = 214C > 214P
| version2 = 214C > 214P
| version2 = 214C > 214P
| orderId = 5
| orderId = 5
| header = no
| header = no
| input = qcb+C > qcb+P
| input = 214C > 214P
| input2  = 214C > 214P
| input2  = 214C > 214P
| images = iori_qcb2_umfe.png
| images = iori_qcb2_umfe.png
Line 685: Line 685:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 3
| active = 3
| recovery = 29
| recovery = 29
Line 696: Line 696:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p>qcb+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| version = qcb+C > qcb+P > qcb+P
| version = 214C > 214P > 214P
| version2 = 214C > 214P > 214P
| version2 = 214C > 214P > 214P
| orderId = 6
| orderId = 6
| header = no
| header = no
| input = qcb+C > qcb+P > qcb+P
| input = 214C > 214P > 214P
| input2  = 214C > 214P > 214P
| input2  = 214C > 214P > 214P
| images = iori_qcb3_umfe.png
| images = iori_qcb3_umfe.png
Line 709: Line 709:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18
| startup = 17
| active = 9
| active = 9
| recovery = 31
| recovery = 31
Line 721: 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 = dp+B
| version = 623B
| version2 = 623B
| version2 = 623B
| orderId = 1
| orderId = 1
| input = dp+B
| input = 623B
| input2  = 623B
| input2  = 623B
| images = iori_dpK_umfe.png
| images = iori_dpK_umfe.png
Line 733: Line 733:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 25
| startup = 24
| active = 5
| active = 5
| recovery = 25
| recovery = 25
Line 743: 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 = dp+D
| version = 623D
| version2 = 623D
| version2 = 623D
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = dp+D
| input = 623D
| input2  = 623D
| input2  = 623D
| images = iori_dpK_umfe.png
| images = iori_dpK_umfe.png
Line 756: Line 756:
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 30
| startup = 29
| active = 5
| active = 5
| recovery = 27
| recovery = 27
Line 768: 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 = hcb+B
| version = 63214B
| version2 = 63214B
| version2 = 63214B
| orderId = 1
| orderId = 1
| input = hcb+B
| input = 63214B
| input2  = 63214B
| input2  = 63214B
| images = iori_hcbK_umfe.png
| images = iori_hcbK_umfe.png
Line 780: Line 780:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6 (Run), 12 (Attack)
| startup = 5 (Run), 11 (Attack)
| active = 16 (Run), 8 (Attack)
| active = 16 (Run), 8 (Attack)
| recovery = 14 (Run), 16 (Attack)
| recovery = 14 (Run), 16 (Attack)
Line 790: 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 = hcb+D
| version = 63214D
| version2 = 63214D
| version2 = 63214D
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = hcb+D
| input = 63214D
| input2  = 63214D
| input2  = 63214D
| images = iori_hcbK_umfe.png
| images = iori_hcbK_umfe.png
Line 803: Line 803:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup  = 6 (Run), 12 (Attack)
| startup  = 5 (Run), 11 (Attack)
| active    = 24 (Run), 8 (Attack)
| active    = 24 (Run), 8 (Attack)
| recovery  = 14 (Run), 16 (Attack)
| recovery  = 14 (Run), 16 (Attack)
Line 815: Line 815:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbf+p
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbf+p
| name = Scum Gale
| name = Scum Gale
| input = hcb,f + A/C
| input = 632146A/C
| images = iori_cmd_grab_umfe.png
| images = iori_cmd_grab_umfe.png
| hitboxes =  
| hitboxes =  
Line 823: Line 823:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup  = 9
| startup  = 8
| active    = 1
| active    = 1
| recovery  = 30
| recovery  = 30
Line 836: 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 = qcf hcb+A
| version = 2363214A
| version2 = 2363214A
| version2 = 2363214A
| orderId = 1
| orderId = 1
| input = qcf hcb+A
| input = 2363214A
| input2  = 2363214A
| input2  = 2363214A
| images = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
Line 848: Line 848:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 16
| active = 16
| recovery = 40
| recovery = 40
Line 858: 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 = qcf hcb+C
| version = 2363214C
| version2 = 2363214C
| version2 = 2363214C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcf hcb+C
| input = 2363214C
| input2  = 2363214C
| input2  = 2363214C
| images = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
Line 871: Line 871:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 6
| startup = 5
| active = 24
| active = 24
| recovery = 42
| recovery = 42
Line 883: 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 = qcb hcf+A
| version = 2141236A
| version2 = 2141236A
| version2 = 2141236A
| orderId = 1
| orderId = 1
| input = qcb hcf+A
| input = 2141236A
| input2  = 2141236A
| input2  = 2141236A
| images = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
Line 895: Line 895:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18 (If released immediately)
| startup = 17 (If released immediately)
| active = 24
| active = 24
| recovery = 45
| recovery = 45
Line 905: 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 = qcb hcf+C
| version = 2141236C
| version2 = 2141236C
| version2 = 2141236C
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = qcb hcf+C
| input = 2141236C
| input2  = 2141236C
| input2  = 2141236C
| images = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
Line 918: Line 918:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 18 (If released immediately)
| startup = 17 (If released immediately)
| active = 34
| active = 34
| recovery = 49
| recovery = 49
Line 931: Line 931:
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+psdm
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+psdm
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+P
| input = 2363214P
| input2  = 2363214P
| input2  = 2363214P
| images = iori_maidenmasher_umfe.png
| images = iori_maidenmasher_umfe.png
Line 940: Line 940:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 12
| startup = 11
| active = 24
| active = 24
| recovery = 42
| recovery = 42
Line 952: 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 = qcb hcf+P
| input = 2141236P
| input2  = 2141236P
| input2  = 2141236P
| images = iori_pillar_umfe.png
| images = iori_pillar_umfe.png
Line 961: Line 961:
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup  = 18 (If released immediately)
| startup  = 17 (If released immediately)
| active    = Each pillar is active for 8f
| active    = Each pillar is active for 8f
| recovery  = 51
| recovery  = 51

Latest revision as of 12:26, 7 August 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Normals

Close Standing Normals

cl.A

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


cl.B

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


cl.C

Iori Yagami
iori_clc
cl.C
cl.C
close C

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


cl.D

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


Far Standing Normals

st.A

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


st.B

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


st.C

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


st.D

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


Crouch Normals

cr.A

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


cr.B

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


cr.C

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


cr.D

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


Jump Normals

j.A

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


j.B

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


j.C

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


j.D

Iori Yagami
iori_jd
j.D
j.D
jump D

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


Blowback Normals

st.CD

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


j.CD

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


Command Normals

f+A

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


f+A>A

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


f+B

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


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



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


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


j.b+B

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


Special Moves

qcf+P

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



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


dp+P

Iori Yagami
iori_dp+a
623A
623A
Dark Thrust


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



Iori Yagami
iori_dp+c
623C
623C
Dark Thrust


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


qcb+A

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


qcb+A>qcb+P

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


qcb+A>qcb+P>qcb+P

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


qcb+C

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


qcb+C>qcb+P

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


qcb+C>qcb+P>qcb+P

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


dp+K

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



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


hcb+K

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



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


hcb,f+P

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


Desperation Moves

qcf hcb+P

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



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


qcb hcf+P

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



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


Super Desperation Moves

qcf hcb+P

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


qcb hcf+P

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


Navigation

The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

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

EX Characters

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