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Samurai Shodown VI/Sogetsu/Data: Difference between revisions
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Toast Rider (talk | contribs) Typo corrections |
Toast Rider (talk | contribs) |
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(3 intermediate revisions by the same user not shown) | |||
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| stblockadv= -12 | | stblockadv= -12 | ||
| crblockadv= -7 | | crblockadv= -7 | ||
| cancel = | | cancel = Recoil | ||
| deflect = Yes | | deflect = Yes | ||
| invul = | | invul = | ||
Line 710: | Line 710: | ||
| orderId = 4 | | orderId = 4 | ||
| input = 623S/D | | input = 623S/D | ||
| images = | | images = SSVI_Sogetsu_623S1.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A |
Latest revision as of 01:16, 20 January 2024
Normals
Far Slashes
5A
Sogetsu Sogetsu_5a | |||||||||||
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5A | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 5 | -4 | -8 | -3 | Special | No | - | Both |
5B
Sogetsu Sogetsu_5b | |||||||||||
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5B | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 11 | -6 | -12 | -7 | Recoil | Yes | - | No |
5C
Sogetsu Sogetsu_5c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5C | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 19 | KD | -32 | -27 | No | Yes | - | No |
2A
Sogetsu Sogetsu_2a | |||||||||||
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2A | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 5 | -3 | -7 | -2 | Special | Yes | - | Both |
2B
Sogetsu Sogetsu_2b | |||||||||||
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2B | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 12 | -6 | -8 | -3 | Special, Recoil | Yes | - | No |
2C
Sogetsu Sogetsu_2c | |||||||||||
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2C | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 15 | SKD | N/A | -20 | Recoil | No | - | No |
Near Slashes
n5A
Sogetsu Sogetsu_n5a | |||||||||||
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n5A | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 5 | -4 | -8 | -3 | Special | No | - | Both |
n5B
Sogetsu Sogetsu_n5b | |||||||||||
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n5B | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 11 | -5 | -8 | -3 | Recoil, Special | Yes | - | No |
n5C
Sogetsu Sogetsu_n5c | |||||||||||
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n5C | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 15 | +1~+2 | -20 | -15 | Recoil | Yes | - | No |
n2A
Sogetsu Sogetsu_n2a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n2A | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 5 | -3 | -7 | -2 | Special | No | - | Both |
n2B
Sogetsu Sogetsu_n2b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n2B | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 12 | -6 | -12 | -7 | Recoil, Special | Yes | - | No |
n2C
Sogetsu Sogetsu_n2c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n2C | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 15 | SKD | -20 | -15 | No | No | - | No |
Kicks
5D
Sogetsu Sogetsu_5d | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5D | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 11 | -10 | -12 | -7 | No | No | - | Both |
6D
Sogetsu Sogetsu_6d | |||||||||||
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6D | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 16 | -1 | N/A | -8 | Special | No | - | Both |
2D
Sogetsu Sogetsu_2d | |||||||||||
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2D | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 5 | -6 | N/A | -5 | No | No | - | Both |
3D
Sogetsu Sogetsu_3d | |||||||||||
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3D | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 18 | SKD | N/A | -18 | No | No | - | Both |
Dash Normals
66A
Sogetsu Sogetsu_66a | |||||||||||
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66A | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 15 | -2 | -6 | -1 | No | No | - | Both |
66B
Sogetsu Sogetsu_66b | |||||||||||
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66B | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Overhead | 20 | SKD | -15 | N/A | No | No | - | No |
66C
Sogetsu Sogetsu_66c | |||||||||||
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66C | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 13 | SKD | -33 | -28 | No | No | - | No |
66D
Sogetsu Sogetsu_66d | |||||||||||
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66D | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 8 | SKD | N/A | -12 | No | No | - | No |
Air Normals
jA
Sogetsu Sogetsu_ja | |||||||||||
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jA | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 8 | N/A | N/A | N/A | No | No | - | No |
njA
Sogetsu Sogetsu_nja | |||||||||||
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njA | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 6 | N/A | N/A | N/A | No | No | - | No |
jB
Sogetsu Sogetsu_jb | |||||||||||
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jB | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 9 | N/A | N/A | N/A | No | No | - | No |
njB
Sogetsu Sogetsu_njb | |||||||||||
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njB | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 16 | N/A | N/A | N/A | No | No | - | No |
jC
Sogetsu Sogetsu_jc | |||||||||||
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jC | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
24 | High | 15 | N/A | N/A | N/A | No | No | - | No |
j2C
Sogetsu Sogetsu_j2c | |||||||||||
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j2C | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 14 | N/A | N/A | N/A | No | No | - | No |
jD
Sogetsu Sogetsu_jd | |||||||||||
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jD | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 8 | N/A | N/A | N/A | No | No | - | Both |
Unarmed Normals
u5S
Sogetsu Sogetsu_u5s | |||||||||||
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u5S | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 5 | -4 | -8 | -3 | Yes | No | - | Both |
u2S
Sogetsu Sogetsu_u2s | |||||||||||
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u2S | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 5 | -3 | -7 | -2 | Yes | No | - | Both |
u66S
Sogetsu Sogetsu_u66s | |||||||||||
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u66S | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 15 | -2 | -6 | -1 | No | No | - | Both |
u66D
Sogetsu Sogetsu_u66d | |||||||||||
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u66D | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Low | 8 | SKD | - | -12 | No | No | - | Both |
juS
Sogetsu Sogetsu_jus | |||||||||||
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juS | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 8 | - | - | - | No | No | - | Yes |
Hyper Slash
Sogetsu Sogetsu_hs | |||||||||||
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A+B
A+B Hyper Slash | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 29 | SKD | -45 | -35 | No | Disarm | - | No |
Continuous Slash
Sogetsu Sogetsu_cs | |||||||||||
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A+B
A+B Continuous Slash | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | 8 | - | -20 | -15 | CS | Yes | - | No |
Command Normals
6B
Sogetsu Sogetsu_6b | |||||||||||
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6B | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 20 | SKD | -14 | N/A | No | No | - | No |
Special Moves
Moon Glow
623A
Sogetsu Sogetsu_623a | |||||||||||
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623S/D
623S/D Moon Glow | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
623B
Sogetsu Sogetsu_623b | |||||||||||
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623S/D
623S/D Moon Glow | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
623C
Sogetsu Sogetsu_623c | |||||||||||
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623S/D
623S/D Moon Glow | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
623D
Sogetsu Sogetsu_623d | |||||||||||
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623S/D
623S/D Moon Glow | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | N/A | - | N/A | N/A | N/A | No | No | - | No |
Moon Rise
236A
Sogetsu Sogetsu_236a | |||||||||||
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236S/D
236S/D Moon Rise | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
236B
Sogetsu Sogetsu_236b | |||||||||||
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236S/D
236S/D Moon Rise | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
236C
Sogetsu Sogetsu_236c | |||||||||||
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236S/D
236S/D Moon Rise | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
236D
Sogetsu Sogetsu_236d | |||||||||||
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236S/D
236S/D Moon Rise | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | No | No | - | No |
Wind Moon Slash
214A
Sogetsu Sogetsu_214a | |||||||||||
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214S
214S Wind Moon Slash | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | Samurai Drive | No | - | No |
214B
Sogetsu Sogetsu_214b | |||||||||||
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214S
214S Wind Moon Slash | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | Samurai Drive | No | - | No |
214C
Sogetsu Sogetsu_214c | |||||||||||
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214S
214S Wind Moon Slash | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | Samurai Drive | No | - | No |
New Moon
22A
Sogetsu Sogetsu_22a | |||||||||||
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22S/D
22S/D New Moon | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | No | No | - | No |
22B
Sogetsu Sogetsu_22b | |||||||||||
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22S/D
22S/D New Moon | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | No | No | - | No |
22C
Sogetsu Sogetsu_22c | |||||||||||
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22S/D
22S/D New Moon | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | No | No | - | No |
22D
Sogetsu Sogetsu_22d | |||||||||||
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22S/D
22S/D New Moon | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | No | No | - | No |
Read Moon
214D
Sogetsu Sogetsu_214d | |||||||||||
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214D
214D Read Moon | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | No | No | - | No |
Toy Transformation
6464642E (II)
Sogetsu Sogetsu_toy | |||||||||||
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6464642E (II)
6464642E (II) Toy Transformation | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | Special | No | Yes | No |
Supers
Water Mirror's Formation
236AB, 236AD
Sogetsu Sogetsu_236ab | |||||||||||
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236AB/AD
236AB/AD Heavenly Wave of Soichi Jinmu | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | Disarm | - | - | No | No | - | No |
Secret Move Ground God
4632BC (II), 236BC (VI)
Sogetsu Sogetsu_sm | |||||||||||
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4632BC (II), 236BC (VI)
4632BC (II), 236BC (VI) Secret Move Ground God | |||||||||||
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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | 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. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ 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. | Stand Block Adv.x ~ 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 standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ 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 crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(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. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | Mid | - | SKD | - | - | Samurai Drive | No | - | No |