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XV Broken/Iori Yagami: Difference between revisions

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====ShatterStrike====
====ShatterStrike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_236cd
|moveId=iori_qcf+cd
|description=
|description=
*Placeholder
*Placeholder
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==Command Moves==
==Command Moves==
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_6a,iori_6a6a
|moveId=iori_f+a>a
|name=6A
|input=6A(6A)
|description2=* Placeholder
|description2=* Placeholder
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_6b
|moveId=iori_f+b
|description=
|description=
* Placeholder
* Placeholder
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=iori_j4b
|moveId=iori_jb+b
|description=
|description=
* Placeholder
* Placeholder
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|caption=
|caption=
|name=108 Shiki • Yami Barai
|name=108 Shiki • Yami Barai
|input=236A/C
|input=qcf+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 342: Line 340:
|caption=
|caption=
|name=100 Shiki • Oniyaki
|name=100 Shiki • Oniyaki
|input=623A/C
|input=dp+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 365: Line 363:
|caption=
|caption=
|name=127 Shiki • Aoibana (1)
|name=127 Shiki • Aoibana (1)
|input=214A/C
|input=qcb+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 386: Line 384:
|caption=
|caption=
|name=127 Shiki • Aoibana (2)
|name=127 Shiki • Aoibana (2)
|input=214A/C after Aoibana (1)
|input=qcb+A/C after Aoibana (1)
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 407: Line 405:
|caption=
|caption=
|name=127 Shiki • Aoibana (3)
|name=127 Shiki • Aoibana (3)
|input=214A/C after Aoibana (2)
|input=qcb+A/C after Aoibana (2)
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 431: Line 429:
|caption=
|caption=
|name=212 Shiki • Kototsuki In
|name=212 Shiki • Kototsuki In
|input=63214B/D
|input=hcb+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 454: Line 452:
|caption=
|caption=
|name=Kuzukaze
|name=Kuzukaze
|input=632146A/C
|input=hcb,f+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 477: Line 475:
|caption=
|caption=
|name=311 Shiki • Tsumakushi
|name=311 Shiki • Tsumakushi
|input=623B/D
|input=dp+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 500: Line 498:
|caption=
|caption=
|name=Kin 1211 Shiki • Ya Otome
|name=Kin 1211 Shiki • Ya Otome
|input=2363214A/C
|input=qcf,hcb+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 521: Line 519:
|caption=
|caption=
|name=Ura 316 Shiki • Saika
|name=Ura 316 Shiki • Saika
|input=236236AC after A or C Ya Otome
|input=qcfx2+AC after Ya Otome
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 544: Line 542:
|caption=
|caption=
|name=Ura 1018 Shiki • Yashiori
|name=Ura 1018 Shiki • Yashiori
|input=2141236A/C
|input=qcb,hcf+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 567: Line 565:
|caption=
|caption=
|name=Ura 1131 Shiki • Hozuki
|name=Ura 1131 Shiki • Hozuki
|input=2141236CD
|input=qcb,hcf+CD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 587: Line 585:
==Combos==
==Combos==


[[The King of Fighters XIV#Notation|Notation Guide (placeholder XIV page for now, replace w/ XV page when available)]]
[[The King of Fighters XV#Controls|Notation Guide]]


'''General Notes'''
'''General Notes'''


* Iori can add an EX 63214+K after his 214+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
* Iori can add an EX hcb+K after his qcb+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.


* You can add both parts of Iori's 6A after crouching lows at point blank range.
* You can add both parts of Iori's f+A after crouching lows at point blank range.


* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
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===Rush Auto Combo===
===Rush Auto Combo===


* 5A > A > A > Bx3 (164 DMG)
* st.A > A > A > Bx3 (164 DMG)
: (Rush combo ending in a special move, costs 0 meter)  
: (Rush combo ending in a special move, costs 0 meter)  


* 5A > A > A > C (223 DMG)
* st.A > A > A > C (223 DMG)
: (Rush combo ending in a super, costs 1 meter)  
: (Rush combo ending in a super, costs 1 meter)  


* 5A > A > A > D (337 DMG)
* st.A > A > A > D (337 DMG)
: (Rush combo ending in a Max super, costs 2 meters)  
: (Rush combo ending in a Max super, costs 2 meters)  


* 5A > A > A > A (427 DMG)
* st.A > A > A > A (427 DMG)
: (Rush combo ending in a Climax super, costs 3 meters)
: (Rush combo ending in a Climax super, costs 3 meters)


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''Anywhere''
''Anywhere''


* 2B, 2A, 6A, 214+Px3 (185 DMG)
* cr.B, cr.A, f+A, qcb+Px3 (185 DMG)
: (Bread n' butter Iori combo starting from lows.)
: (Bread n' butter Iori combo starting from lows.)


* 2B, 2A, 6A > A, 214+Px3 (238 DMG)
* cr.B, cr.A, f+A > A, qcb+Px3 (238 DMG)
: (More damaging low combo if you are at point blank range.)
: (More damaging low combo if you are at point blank range.)


* 2Bx2, 2A, 214+Ax3 (174 DMG)
* cr.Bx2, cr.A, qcb+Ax3 (174 DMG)
: (Low combo with slightly easier confirm but does less damage.)
: (Low combo with slightly easier confirm but does less damage.)


* j.X, cl.5C, 6B/6A, 214+Px3 (268 DMG)
* j.X, cl.C, f+B/A, qcb+Px3 (268 DMG)
: (Bread n' butter Iori combo from a heavy starter.)
: (Bread n' butter Iori combo from a heavy starter.)


* j.X, cl.5C, 63214+D (273 DMG)
* j.X, cl.C, hcb+D (273 DMG)
: (Slightly more damage, but less hits to confirm with.)
: (Slightly more damage, but less hits to confirm with.)


* 632146+P, 2C/(66, cl.5C, 6B/6A), 214+Px3 (127-140 DMG)
* hcb,f+P, cr.C/(f,f, cl.C, f+B/A), qcb+Px3 (127-140 DMG)
: (Command grab combo, using 2C after 632146+P is easier, while using cl.5C does more damage, but you will need to run slightly forward for it to connect.)
: (Command grab combo, using cr.C after hcb,f+P is easier, while using cl.C does more damage, but you will need to run slightly forward for it to connect.)


===0.5 Meters===
===0.5 Meters===
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''Anywhere''
''Anywhere''


* 2B, 2A, 6A, 214+ACx3, 214+Ax3 (274 DMG)
* cr.B, cr.A, f+A, qcb+ACx3, qcb+Ax3 (274 DMG)


* 2B, 2A, 6A > A, 214+ACx3, 214+Ax3 (318 DMG)
* cr.B, cr.A, f+A > A, qcb+ACx3, qcb+Ax3 (318 DMG)
: (More damaging low combo if you are at point blank range.)
: (More damaging low combo if you are at point blank range.)


* 2B, 2A, 6A > A, 214+Ax3, 63214+BD (306 DMG)
* cr.B, cr.A, f+A > A, qcb+Ax3, hcb+BD (306 DMG)
: (Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
: (Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)
: (If not at point blank range, omit the follow-up of 6A, as it will whiff.)
: (If not at point blank range, omit the follow-up of f+A, as it will whiff.)


* 2Bx2, 2A, 214+Ax3, 63214+BD (258 DMG)
* cr.Bx2, cr.A, qcb+Ax3, hcb+BD (258 DMG)


* 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (247 DMG)
* cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+Cx3 (247 DMG)
: (Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)
: (Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)


* j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (357 DMG)
* j.X, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (357 DMG)


* j.X, cl.5C, 6B/6A, 214+Ax3, 63214+BD (341 DMG)
* j.X, cl.C, f+B/A, qcb+Ax3, hcb+BD (341 DMG)
: (Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
: (Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)


* j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (330 DMG)
* j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+Cx3 (330 DMG)
: (Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)
: (Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)


* 632146+P, 2C, 214+Ax3, 63214+BD (177 DMG)
* hcb,f+P, cr.C, qcb+Ax3, hcb+BD (177 DMG)
: (Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
: (Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)


===1 Meter===
===1 Meter===
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''Anywhere''
''Anywhere''


* 2B, 2A, 6A, 214+ACx3, 214+Ax3, 63214+BD (339 DMG)
* cr.B, cr.A, f+A, qcb+ACx3, qcb+Ax3, hcb+BD (339 DMG)
: (1 meter low combo using two EX moves.)
: (1 meter low combo using two EX moves.)


* 2B, 2A, 6A > A, 214+ACx3, 214+Ax3, 63214+BD (376 DMG)
* cr.B, cr.A, f+A > A, qcb+ACx3, qcb+Ax3, hcb+BD (376 DMG)
: (More damaging low combo if you are at point blank range.)
: (More damaging low combo if you are at point blank range.)


* 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (282 DMG)
* cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (282 DMG)
: (Shatter strike low combo. Less damage than previous combo but more meter recovery)
: (Shatter strike low combo. Less damage than previous combo but more meter recovery)


* j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (422 DMG)
* j.X, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (422 DMG)
: (1 meter heavy combo using two EX moves.)
: (1 meter heavy combo using two EX moves.)


* j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (365 DMG)
* j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (365 DMG)
: (Shatter strike combo. Less damage than previous combo but more meter recovery)
: (Shatter strike combo. Less damage than previous combo but more meter recovery)


* 632146+P, 2C, 214+ACx3, 214+Ax3, 63214+BD (228 DMG)
* hcb,f+P, cr.C, qcb+ACx3, qcb+Ax3, hcb+BD (228 DMG)
: (1 meter command grab combo using 2 EX moves.)
: (1 meter command grab combo using 2 EX moves.)


Line 690: Line 688:
''Anywhere''
''Anywhere''


* 2Bx1~2, 2A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (360-364 DMG)
* cr.Bx1~2, cr.A, qcf+AC, qcb+ACx3, qcb+Ax3, hcb+BD (360-364 DMG)


* 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, 63214+BD (399 DMG)
* cr.B, cr.A, f+A > A, qcb+Cx2, (SC) qcf,hcb+P, hcb+BD (399 DMG)
: (More damaging low combo if you are at point blank range.)
: (More damaging low combo if you are at point blank range.)


* 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (308 DMG)
* cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (308 DMG)
: (Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)
: (Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)


* j.X, cl.5C, 6A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (447 DMG)
* j.X, cl.C, f+A, qcf+AC, qcb+ACx3, qcb+Ax3, hcb+BD (447 DMG)
: (1.5 meter combo with three EX moves from a heavy starter.)
: (1.5 meter combo with three EX moves from a heavy starter.)
: (Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
: (Tip: you can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A.)


* j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, 63214+BD (440 DMG)
* j.X, cl.C, f+B/A, qcb+Cx2, (SC) qcf,hcb+P, hcb+BD (440 DMG)
: (Super cancel 1.5 meter combo.)
: (Super cancel 1.5 meter combo.)


* j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (391 DMG)
* j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (391 DMG)
: (Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)
: (Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)


* 632146+AC, 2C, 214+ACx3, 214+Ax3, 63214+BD (274 DMG)
* hcb,f+AC, cr.C, qcb+ACx3, qcb+Ax3, hcb+BD (274 DMG)
: (EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)
: (EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)


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''Anywhere''
''Anywhere''


* 2B, 2A, 6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (385 DMG)
* cr.B, cr.A, f+A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (385 DMG)
: (2 meter super cancel combo starting from lows.)
: (2 meter super cancel combo starting from lows.)


* 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (431 DMG)
* cr.B, cr.A, f+A > A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (431 DMG)
: (More damaging low super cancel combo if you are at point blank range.)
: (More damaging low super cancel combo if you are at point blank range.)


* j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (468 DMG)
* j.X, cl.C, f+B/A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (468 DMG)
: (2 meter super cancel combo starting from heavy.)
: (2 meter super cancel combo starting from heavy.)


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''Anywhere''
''Anywhere''


* 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (360-371 DMG)
* cr.Bx2~3, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (360-371 DMG)


* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (411 DMG)
* j.X, cr.Bx2, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (411 DMG)
: (Quick max combos to confirm off multiple 2Bs.)  
: (Quick max combos to confirm off multiple cr.Bs.)  


* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (449 DMG)
* j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (449 DMG)
: (Quick max combo off a heavy starter.)
: (Quick max combo off a heavy starter.)


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''Anywhere''
''Anywhere''


* 2Bx2~3, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (391-398 DMG)
* cr.Bx2~3, (BC) cl.C, f+A, qcf+AC, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (391-398 DMG)
: (Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
: (Tip: you can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A.)
: (Tip: delay the 623+A a little bit so it hits low enough for the super cancel to connect)
: (Tip: delay the dp+A a little bit so it hits low enough for the super cancel to connect)


* j.X, 2Bx2, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (438 DMG)
* j.X, cr.Bx2, (BC) cl.C, f+A, qcf+AC, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (438 DMG)


====Max Mode Combos (Raw)====
====Max Mode Combos (Raw)====
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''Anywhere''
''Anywhere''


* 2B, 2A, 6A > A, 214+ACx3, 2363214+P, (SC) 236x2+AC (474 DMG)
* cr.B, cr.A, f+A > A, qcb+ACx3, qcf,hcb+P, (SC) qcfx2+AC (474 DMG)


* j.X, cl.5C, 6B/6A, 214+ACx3, 2363214+P, (SC) 236x2+AC (518 DMG)
* j.X, cl.C, f+B/A, qcb+ACx3, qcf,hcb+P, (SC) qcfx2+AC (518 DMG)


===3 Meters===
===3 Meters===
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''Anywhere''
''Anywhere''


* 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (470-481 DMG)
* cr.Bx2~3, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (470-481 DMG)


* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (521 DMG)
* j.X, cr.Bx2, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (521 DMG)


: (Quick max combos to confirm off multiple 2Bs.)  
: (Quick max combos to confirm off multiple cr.Bs.)  


* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (559 DMG)
* j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (559 DMG)




Line 823: Line 821:
''Anywhere''
''Anywhere''


* 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (532-535 DMG)
* cr.Bx2~3, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (532-535 DMG)


* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (572 DMG)
* j.X, cr.Bx2, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (572 DMG)


* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (610 DMG)
* j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (610 DMG)


'''Anchor'''
'''Anchor'''
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''Anywhere''
''Anywhere''


* 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (619-627 DMG)
* cr.Bx2~3, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (619-627 DMG)


* j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (659 DMG)
* j.X, cr.Bx2, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (659 DMG)


* j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (697 DMG)
* j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (697 DMG)


'''Anchor'''
'''Anchor'''

Revision as of 12:04, 17 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done both on the ground and in the air.

Throws

Sakahagi - / +

Kanyarai - / +

Command Normals

Ge-Shiki * Yumebiki - +

┗Follow Up - +

Ge-Shiki * Gofu In "Shinigami" - +

Ge-Shiki * Yurioki - + (Midair Only)

Special Moves

108 Shiki * Yamibarai - + / (*)

100 Shiki * Oniyaki - + / (*)

127 Shiki * Aoibana 1 - + / (*)

┗127 Shiki * Aoibana 2 - + /
┗127 Shiki * Aoibana 3 - + /

212 Sihiki * Kototsuki In - + / (*)

Kuzukaze - + / (*)

311 Shiki * Tsumakushi - + / (*)

Super Special Moves

Kin 1211 Shiki * Yaotome - + / (!)

┗Ura 316 Shiki * Saika - +

Ura 1018 Shiki * Yashiori - + / (!)

Climax Super Special Moves

Ura 1018 Shiki * Hozuki - +

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 mid command 4 3 8 +4 +2 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 low command 5 4 7 +4 +2 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid command 4 6 18 -3 -5 - 70 120
  • Placeholder

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 mid command 7 5 15 +1 -1 - 70 120
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Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 4 6 1 on ground - - - 30 50

jump A jump A

45 High - 4 8 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 6 1 on ground - - - 30 50

jump B jump B

35 High - 5 7 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

- High - 11 4 1 on ground - - - - 100

jump C jump C

70 High - 11 4 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 6 5 1 on ground - - - 70 100

jump D jump D

70 High - 6 5 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 12 7 18 Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -2 - 100 160
  • Placeholder

ShatterStrike

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 12 6 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 12 7 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Sakahagi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Kanyarai
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Ge Shiki • Yumebiki (Follow-up)
A after Ge Shiki • Yumebiki
A after Ge Shiki • Yumebiki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid special 10 8 15 -4 -6 - 60 80
Ge-Shiki • Gofu in "Shinigami"
6b
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.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [30] high [mid] super [special] 26 [20] 3 [2] 20 [29] -2 [-10] -4 [-12] - 60 [40] 80 [60]
  • Placeholder
Ge-Shiki • Yuriori
j.4B
j.4B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
55 Mid - 5 6 1 on ground - - - 60 40
  • Placeholder

Special Moves

108 Shiki • Yami Barai
qcf+A/C
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
  • Enter move description here.
C - - - - - - -
  • Enter move description here.
EX - - - - - - -
  • Enter move description here.


100 Shiki • Oniyaki
dp+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


127 Shiki • Aoibana (1)
qcb+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Rekka starter
127 Shiki • Aoibana (2)
qcb+A/C after Aoibana (1)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Rekka followup
127 Shiki • Aoibana (3)
qcb+A/C after Aoibana (2)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Rekka ender


212 Shiki • Kototsuki In
hcb+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Kuzukaze
hcb,f+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


311 Shiki • Tsumakushi
dp+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Kin 1211 Shiki • Ya Otome
qcf,hcb+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Ura 316 Shiki • Saika
qcfx2+AC after Ya Otome
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ura 1018 Shiki • Yashiori
qcb,hcf+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ura 1131 Shiki • Hozuki
qcb,hcf+CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide

General Notes

  • Iori can add an EX hcb+K after his qcb+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
  • You can add both parts of Iori's f+A after crouching lows at point blank range.
  • Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
  • If you are spending more than 1 meter, use the EX version of 632146+P as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.

Rush Auto Combo

  • st.A > A > A > Bx3 (164 DMG)
(Rush combo ending in a special move, costs 0 meter)
  • st.A > A > A > C (223 DMG)
(Rush combo ending in a super, costs 1 meter)
  • st.A > A > A > D (337 DMG)
(Rush combo ending in a Max super, costs 2 meters)
  • st.A > A > A > A (427 DMG)
(Rush combo ending in a Climax super, costs 3 meters)

0 Meter

Anywhere

  • cr.B, cr.A, f+A, qcb+Px3 (185 DMG)
(Bread n' butter Iori combo starting from lows.)
  • cr.B, cr.A, f+A > A, qcb+Px3 (238 DMG)
(More damaging low combo if you are at point blank range.)
  • cr.Bx2, cr.A, qcb+Ax3 (174 DMG)
(Low combo with slightly easier confirm but does less damage.)
  • j.X, cl.C, f+B/A, qcb+Px3 (268 DMG)
(Bread n' butter Iori combo from a heavy starter.)
  • j.X, cl.C, hcb+D (273 DMG)
(Slightly more damage, but less hits to confirm with.)
  • hcb,f+P, cr.C/(f,f, cl.C, f+B/A), qcb+Px3 (127-140 DMG)
(Command grab combo, using cr.C after hcb,f+P is easier, while using cl.C does more damage, but you will need to run slightly forward for it to connect.)

0.5 Meters

Anywhere

  • cr.B, cr.A, f+A, qcb+ACx3, qcb+Ax3 (274 DMG)
  • cr.B, cr.A, f+A > A, qcb+ACx3, qcb+Ax3 (318 DMG)
(More damaging low combo if you are at point blank range.)
  • cr.B, cr.A, f+A > A, qcb+Ax3, hcb+BD (306 DMG)
(Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)
(If not at point blank range, omit the follow-up of f+A, as it will whiff.)
  • cr.Bx2, cr.A, qcb+Ax3, hcb+BD (258 DMG)
  • cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+Cx3 (247 DMG)
(Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)
  • j.X, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (357 DMG)
  • j.X, cl.C, f+B/A, qcb+Ax3, hcb+BD (341 DMG)
(Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)
  • j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+Cx3 (330 DMG)
(Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)
  • hcb,f+P, cr.C, qcb+Ax3, hcb+BD (177 DMG)
(Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use qcb+C.)

1 Meter

Anywhere

  • cr.B, cr.A, f+A, qcb+ACx3, qcb+Ax3, hcb+BD (339 DMG)
(1 meter low combo using two EX moves.)
  • cr.B, cr.A, f+A > A, qcb+ACx3, qcb+Ax3, hcb+BD (376 DMG)
(More damaging low combo if you are at point blank range.)
  • cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (282 DMG)
(Shatter strike low combo. Less damage than previous combo but more meter recovery)
  • j.X, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (422 DMG)
(1 meter heavy combo using two EX moves.)
  • j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3 (365 DMG)
(Shatter strike combo. Less damage than previous combo but more meter recovery)
  • hcb,f+P, cr.C, qcb+ACx3, qcb+Ax3, hcb+BD (228 DMG)
(1 meter command grab combo using 2 EX moves.)

1.5 Meters

Anywhere

  • cr.Bx1~2, cr.A, qcf+AC, qcb+ACx3, qcb+Ax3, hcb+BD (360-364 DMG)
  • cr.B, cr.A, f+A > A, qcb+Cx2, (SC) qcf,hcb+P, hcb+BD (399 DMG)
(More damaging low combo if you are at point blank range.)
  • cr.B, cr.A, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (308 DMG)
(Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)
  • j.X, cl.C, f+A, qcf+AC, qcb+ACx3, qcb+Ax3, hcb+BD (447 DMG)
(1.5 meter combo with three EX moves from a heavy starter.)
(Tip: you can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A.)
  • j.X, cl.C, f+B/A, qcb+Cx2, (SC) qcf,hcb+P, hcb+BD (440 DMG)
(Super cancel 1.5 meter combo.)
  • j.X, cl.C, f+A, qcf+CD, run, cl.C, f+B/A, qcb+ACx3, qcb+Ax3, hcb+BD (391 DMG)
(Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)
  • hcb,f+AC, cr.C, qcb+ACx3, qcb+Ax3, hcb+BD (274 DMG)
(EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)

2 Meters

Anywhere

  • cr.B, cr.A, f+A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (385 DMG)
(2 meter super cancel combo starting from lows.)
  • cr.B, cr.A, f+A > A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (431 DMG)
(More damaging low super cancel combo if you are at point blank range.)
  • j.X, cl.C, f+B/A, qcb+Cx2, (SC) qcf,hcb+P, (SC) qcfx2+AC (468 DMG)
(2 meter super cancel combo starting from heavy.)

Max Mode Combos (Quick)

Point

Anywhere

  • cr.Bx2~3, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (360-371 DMG)
  • j.X, cr.Bx2, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (411 DMG)
(Quick max combos to confirm off multiple cr.Bs.)
  • j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (449 DMG)
(Quick max combo off a heavy starter.)

Mid

Anywhere

  • (Any Point Combo)

Anchor

Anywhere

  • cr.Bx2~3, (BC) cl.C, f+A, qcf+AC, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (391-398 DMG)
(Tip: you can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A.)
(Tip: delay the dp+A a little bit so it hits low enough for the super cancel to connect)
  • j.X, cr.Bx2, (BC) cl.C, f+A, qcf+AC, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P (438 DMG)

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

2.5 Meters

Anywhere

  • cr.B, cr.A, f+A > A, qcb+ACx3, qcf,hcb+P, (SC) qcfx2+AC (474 DMG)
  • j.X, cl.C, f+B/A, qcb+ACx3, qcf,hcb+P, (SC) qcfx2+AC (518 DMG)

3 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • cr.Bx2~3, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (470-481 DMG)
  • j.X, cr.Bx2, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (521 DMG)
(Quick max combos to confirm off multiple cr.Bs.)
  • j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcb+ACx3, dp+A(1), (SC) qcf,hcb+P, (SC) qcfx2+AC (559 DMG)


Mid

Anywhere

  • cr.Bx2~3, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (532-535 DMG)
  • j.X, cr.Bx2, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (572 DMG)
  • j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcf,hcb+P, (SC) qcb,hcf+CD (610 DMG)

Anchor

Anywhere

  • (Any Mid Combo)

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

4 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Mid

Anywhere

  • cr.Bx2~3, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (619-627 DMG)
  • j.X, cr.Bx2, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (659 DMG)
  • j.X, cl.C, f+B/A, (BC) cl.C, f+B/A, qcf,hcb+AC, (SC) qcb,hcf+CD (697 DMG)

Anchor

Anywhere

  • (Any Mid Combo)

Max Mode Combos (Raw)

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

5 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Iori Yagami Reveal Trailer

Navigation

The King of Fighters XV

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Navigation

The King of Fighters XV
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