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Mugetsu no Raiun - [[image:hcf.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)
Mugetsu no Raiun - [[image:hcf.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)


Raijin no Tsue - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Air OK) (*)
Raijin no Tsue - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Air Only) (*)


'''Super Special Moves'''
'''Super Special Moves'''
Line 344: Line 344:
* Only the first hit is special-cancellable. Both hits can be super-cancelled.
* Only the first hit is special-cancellable. Both hits can be super-cancelled.
* The forward movement makes her combos very consistent, especially if you have meter to cancel into EX Accel Spin Kick afterwards.
* The forward movement makes her combos very consistent, especially if you have meter to cancel into EX Accel Spin Kick afterwards.
}}
}}


==Special Moves==
===Jinrai===
===Orochi Shermie Spiral===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_41236a,oshermie_41236c,oshermie_41236ac
|moveId=oshermie_6a
|name=Orochi Shermie Spiral
|name=Jinrai
|input=41236A/C/AC
|input=6A
|description3=
|description= * Placeholder
* Her signature command grab.
* Switches sides.
 
Orochi Shermie climbs on top of the opponent, twists their head between her legs and brings them down with a spinning motion. Her most damaging meterless combo ender.
 
1f startup guarantees punishes at point-blank range.
 
Amazing frame advantage if you omit the Orochi Shermie Cute follow up, enough to run towards the opponent and attempt a crossup with j.C. This makes Orochi Shermie Spiral the main way to setup her left/right mixups.
 
The '''A''' and '''C''' versions are identical - same damage, same frame advantage. The '''EX''' version actually enhances the follow up, not the grab itself. In fact, the EX Spiral does a little less damage to compensate for that.
 
 
}}
}}
{{FrameDataCargo-KOFXV
|moveId=oshermie_41236p_236k,oshermie_41236ac_236k
|name=Orochi Shermie Cute (Spiral)
|input=41236A/C/AC~236B/D
|description2=
* Follow up from Orochi Shermie Spiral.


A knee drop to the opponent's chest.
==Special Moves==
 
===Yatanagi no Muchi===
This extension trades the frame advantage from the command grab for more damage, resulting in much worse oki. Consider the flow of the match before committing to it every time.
 
When done from the EX Spiral, this puts the opponent into a juggle state. Orochi Shermie can combo with a variety of things afterwards, including (but not limited to) f.C, 2D and 214A:
* A note about comboing into light Orochi Shermie Whip (214A): to do it midscreen, you need to perform a microdash beforehand. The input is 663214A, but timing is strict.
 
}}
 
===Orochi Shermie Whip===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_214a,oshermie_214c,oshermie_214ac
|moveId=oshermie_214a,oshermie_214c,oshermie_214ac
|name=Orochi Shermie Whip
|name=Yatanagi no Muchi
|input=214A/C/AC
|input=214A/C/AC
|description3=
|description3=
* Hit grab; not a throw.
* Placeholder
* C and EX versions have invincibility against grounded attacks.
* Switches sides.
 
Orochi Shermie's does a backflip that leads into a German suplex if it connects. For the most part this is a juggle ender for Orochi Shermie.
 
The C and EX versions have a unique property of being invincible to grounded physical attacks. Because of this Orochi Shermie can use it as a reversal or even a counterpoke, and be rewarded well for it with a super cancel as well as stealing the corner if she was cornered.
 
The move has a lot of recovery if it doesn't connect. Additionally, the disadvantage if blocked is enormous - be prepared to eat a full punish if the opponent blocks it.
 
It also has no invincibility to projectiles and aerial attacks. Note also that when this is used as a juggle ender, the oki is fairly poor and you swap sides.
 
}}
}}


===Orochi Shermie Clutch===
===Shajitsu no Odori===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_623b,oshermie_623d,oshermie_623bd
|moveId=oshermie_214b,oshermie_214d,oshermie_214bd
|name=Orochi Shermie Clutch
|name=Shajitsu no Odori
|input=623B/D/BD
|input=214B/D/BD
|description3=
|description3=
* Anti-air grab.
* Placeholder
* Invincible against airborne attacks.
 
Orochi Shermie leads into the air and grabs her opponent. With invincibility to airborne attacks, this is your go-to anti air, as well as hard call-out against people trying to jump out of her command grab mixups. The invincibility and active frames last very long, making this almost guaranteed to win any aerial exchange. It also potentially can be used as a reversal against airborne attacks, although it's a little slow in this regard.
 
Note that this cannot go through airborne projectiles, such as King's Air Venom Strike or Maxima's Air Vapor Cannon (yes, that counts as a projectile).
 
If you don't do the follow up, you can Super Cancel into Orochi Shermie Carnival.
 
In a manner similar to Orochi Shermie Spiral, the meterless versions are identical while the EX version modifies the follow up.
 
The super cancel for this move, as well as the EX version, can make it so that your opponent is incredibly afraid of jumping as you can retaliate with massive damage on anchor and mid.
}}
}}
{{FrameDataCargo-KOFXV
|moveId=oshermie_623k_236k,oshermie_623bd236k
|name=Orochi Shermie Cute (Clutch)
|input=623B/D/BD~236B/D
|description2=
* Follow up from Orochi Shermie Clutch.


See '''Orochi Shermie Cute (Spiral)'''.
===Mugetsu no Raiun===
}}
 
===Orochi Shermie Shoot===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_41236b,oshermie_41236d,oshermie_41236bd
|moveId=oshermie_41236a,oshermie_41236b,oshermie_41236c,oshermie_41236d,oshermie_41236ac,oshermie_41236bd
|name=Orochi Shermie Shoot
|name=Mugetsu no Raiun
|input=41236B/D/BD
|input=41236A/B/C/D/AC/BD
|description3=* Running command grab
|description6=
* B version goes about half screen, D version goes about 60% of the screen
* Placeholder
* EX version is faster and goes about 80% of the screen
 
Orochi Shermie slides forward to grab the opponent. This is a commital mix-up option that Orochi Shermie can threaten at a distance. The damage is less than 41236A/C however, with more risk than a run up 41236A/C, since Orochi Shermie is committed when she starts the dash and she doesn't have any invincibility to speak of, although she does mshrink her hurtbox slightly, allowing her to go under some things such as Rugal's 214K. Orochi Shermie can cancel into this from her normals to set up a pseudo-tick throw situation, but don't let your opponent catch on to this, lest they jump and punish you hard. When this connects, Orochi Shermie can easily set up a left-right mix up by running and super jumping with j.C, adjusting the run timing to hit from the front or back.
 
EX version is faster, more damaging, and travels further; not much else to it.
}}
}}


===Accel Spin Kick===
===Raijin no Tsue===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_214b,oshermie_214d,oshermie_214bd
|moveId=oshermie_j236b,oshermie_j236d,oshermie_j236bd
|name=Accel Spin Kick
|name=Raijin no Tsue
|input=214B/D/BD
|input=j236B/D/BD
|description3=* Auto-corrects if Orochi Shermie crosses up
|description3=
* B and D versions are invulnerable to projectiles during startup
* Placeholder
* EX version is a combo extender
 
Orochi Shermie leaps forward and does a spin kick when she lands. This is a command jump of sorts. You can use this in cancels to make the opponent second guess their response to blockstrings. Orochi Shermie has no way to feint this move, so be wary of reversals. Both of the regular versions also go through projectiles, giving Shemrie an edge against zoners. She can only combo after this move with a Super Cancel, but hit-confirming the single hit into a super is difficult. After a Counter Hit however, she can juggle a 214A, 2D, or 214BD.
 
----
 
The '''B''' version jumps a short distance and is safe on block. If cancelled from a blocked heavy normal, the opponent has an 8f window to hit Orochi Shermie out of the special. From lights, a 15f window. From CD, a mere 1f window. This also can cause a very fast cross-up on crouching opponents if done at point blank.
 
----
 
The '''D''' version jumps far and is plus on block. More rewarding, but the overall longer start-up makes it harder to use. When used up close this will likely cross-up, but Orochi Shermie will turn around to do the spin kick. This can really only be used in cancels after a mid-range 2D; otherwise it's easy for Orochi Shermie to miss the opponent entirely. This could be used after some knockdowns for a cross-up setup, but the reward isn't that great on hit so it's generally more worth it to go for a j.C. If this counterhits in the corner somehow, you can juggle a 623D.
 
----
 
The '''EX''' version is fast and has a hitbox during the jump, meaning Orochi Shermie can use this to get juggle combos from even just light normals. Unlike the meterless versions this is unsafe however, so reserve only for combos.
 
}}
}}


==Super Special Moves==
==Super Special Moves==
===Orochi Shermie Shock===
===Ankoku Raiko Ken===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_236236b,oshermie_236236bd,
|moveId=oshermie_236236p,oshermie_236236ac
|name=Orochi Shermie Shock
|name=Ankoku Raikou Ken
|input=236236BD
|input=236236P/AC
|description2=* Anti air grab
|description2=
* Can be juggled into
* Placeholder
}}


Orochi Shermie leaps up and spirals the opponent. Only can hit airborne opponents. Essentially a souped up 623K that can even go through airborne projectiles. This technically has full invincibility, including against grounded moves, but there's likely no reason you'll utilize the grounded invincibility.
===Shukumei, Genei, Shinshi===
}}
===Orochi Shermie Carnival===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_4123641236p,oshermie_4123641236ac,
|moveId=oshermie_236236k,oshermie_236236bd,oshermie_j236236k,oshermie_j236236bd
|name=Orochi Shermie Carnival
|name=Shukumei, Genei, Shinshi
|input=4123641236AC
|input=236236K/BD (air ok)
|description2=
|description4=
* Command grab.
* Placeholder
* Switches sides.
 
A triple suplex command grab. Has bigger range than 41236P; almost as much range as her far A. This allows Orochi Shermie to pick up certain punishes other characters can't, such as a poorly spaced B Grand Saber from Leona. Keep this in mind when studying match-ups. Although the start-up is listed as 3f, those 3 frames are before the super flash, meaning your opponent cannot jump this on reaction to the flash.
 
The EX version is 1 frame and has better range, making this even better at picking up punishes.
}}
}}


==Climax Super Special Moves==
==Climax Super Special Moves==
===Orochi Shermie Exposition===
===Raijin no Sabaki===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=oshermie_2141236cd
|moveId=oshermie_2141236cd
|input=2141236CD
|input=2141236CD
|description=
|description=
* Anti air grab.
* Placeholder
 
Orochi Shermie leaps and attempts to grab the opponent. If succesful, she'll throw them and bring them down with a spinning drop, ending with a camel clutch.
 
An even more souped up anti-air grab. This only combos from Orochi Shermie Whip, Accel Spin Kick, and either version of Orochi Shermie Carnival. Use this to cash out extra damage if you have the meter to spare. However, if comboing from 214P or 214K, Orochi Shermie Shock advanced canceled into MAX Orochi Shermie Carnival will net more damage than this.
}}
}}


Line 513: Line 423:
==Videos==
==Videos==
{{#ev:youtube|rbXDQND5EmU|||'''Orochi Shermie Reveal Trailer'''|frame}}
{{#ev:youtube|rbXDQND5EmU|||'''Orochi Shermie Reveal Trailer'''|frame}}
Orochi Shermie Guides
* Orochi Shermie Tips and Tricks by Rooflemonger: https://youtu.be/Iht1Fo4YRT0
Combo Guides
* Orochi Shermie Basic combos by Meno: https://youtu.be/bJnls5clCg4
* Orochi Shermie Basic combos by Kakuge: https://youtu.be/fForEG3egJA


{{CharNavbox_XV}}
{{CharNavbox_XV}}

Revision as of 04:49, 10 August 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Orochi Shermie revealed her true form as one of the Four Heavenly Kings of Orochi. She joins forces with Yashiro and Chris for the purpose of reviving Orochi. She is ruthless and brutal, a far cry from her usual frivolous demeanor. She possesses the power of lightning in her body and can shoot her opponents from a distance.

Movelist

(*) - EX OK

(!) - MAX OK

Throws

Bakurai - (close) / +

Gekirai - (close) / +

Command Normals

Kourai - +

Jinrai - +

Special Moves

Yatanagi no Muchi - + / (*)

Shajitsu no Odori - + / (*)

Mugetsu no Raiun - + / / / (*)

Raijin no Tsue - + / (Air Only) (*)

Super Special Moves

Ankoku Raiko Ken - + / (!)

Shukumei, Genei, Shinshi - + / (Air OK) (!)

Climax Super Special Move

Raijin no Sabaki - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder

( = Placeholder dmg

1 Meter

Placeholder

( = Placeholder dmg

2 Meters

Placeholder

( = Placeholder dmg

Gameplay Overview

Orochi Shermie is a XYZ who utilizes her XYZ
Pros Cons
  • Placeholder
  • Placeholder


Normals

Far Standing Normals

Far A

far A
f.A
f.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 6 4 14 -3 -5 - 30 60
  • A quick slap.
  • Chains from other light normals.
  • Hitbox is higher than the animation suggests, so this can be useful in stuffing hops.
  • Has the longer range than 2A. Be aware, however, that it's also negative on block.

Far B

far B
f.B
f.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 (15+15) Mid special(1)/super(2) 8 2 (6) 2 16 -3 -5 - 30 (15+15) 60 (30+30)
  • Orochi Shermie kicks twice.
  • First hit is special-cancellable.
  • Both hits are super-cancellable.
  • Chains from other light normals.
  • Good range and only -1 on block, making it useful on neutral.
  • A viable option to safely end blockstrings if they're out of 2A's reach.

Far C

far C
f.C
f.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 super 11 2 18 0 -2 - 70 120
  • Orochi Shermie bonks the opponent with a downwards chop.
  • Despite what the animation might suggest, this is NOT an overhead attack.
  • Fairly good button on neutral due to its range and arcing hitbox, which lets it act as a counterpoke AND an anti-hop measure.

Far D

far D
f.D
f.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 super 8 5 23 -7~-6 -9~-8 - 70 120
  • A spinning high kick aimed at the opponent's head.
  • Decent as an anti-air option due to its speed and the height of its hitbox.
  • Whiffs on crouchers, which makes it a little less valuable on neutral than f.C.

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 7 +5 +3 - 30 60
  • A quick slap from up close.
  • Tied with 2A for her fastest button.
  • Can be chained from and into other light normals.
  • Moves Orochi Shermie slightly forward, which can lead to weird cross ups if Orochi Shermie is cornered that normally wouldn't happen otherwise, so be careful when jabbing on defense.

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 (15+15) Mid special(1)/super(2) 8 2 (6) 2 16 -3 -5 - 30 (15+15) 60 (30+30)
  • Orochi Shermie kicks twice. Again.
  • For the most part, this functions the same way as her f.B.
  • Characters with 1f moves (such as Dinosaur, Clark and Orochi Shermie herself) can punish this button from point-blank distance.

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 5 3 18 0 -2 - 70 120
  • Orochi Shermie spreads her arms out.
  • One of her main combo starters.
  • Hitbox is about as high as Orochi Shermie's head, making it ok as an anti-air.
  • Interestingly, like the animation implies, this hits both in front and behind Orochi Shermie, but the times this can come in handy are few and far between.

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 4 17 0 -2 Full Body Throw: 5 to 10 (6 Frames) / Low Attack Strike Invincible: 5 to 10 (6 Frames) 70 120
  • A knee strike to the opponent's gut.
  • A little slower than cl.C, but still a great combo starter.
  • Has a unique property where it's invincible to throws (airborne?) near the beginning of its active frames. If timed properly this can beat wake-up throws clean, even command grabs.

Crouch Normals

Crouch A

crouch A
2A
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.
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 4 6 +5 +3 - 30 60
  • A light tap to the opponent's knees.
  • Tied with cl.A for her fastest button.
  • Chains from and into other light normals.
  • Good for blockstring pressure, since it's plus on block and can lead to combos by linking into cl.c or 2C or chaining into far B.

Crouch B

crouch B
2B
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.
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
15 Low special 5 4 9 +2 0 - 15 30
  • Orochi Shermie sits on the ground and performs a very low kick to the feet.
  • Chains into other light normals (but not into itself).
  • An important combo tool. Has great range, but confirming from it at max range might be difficult.
  • Can low profile certain moves such as projectiles and shallow jump-ins, although 2D does a better job at that.

Crouch C

crouch C
2C
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.
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 5 5 18 -2 -4 - 70 120
  • Orochi Shermie quickly stands up with a chop, as if trying to swat the opponent off the air.
  • This move reaches very high above Orochi Shermie, making it one of her best anti-air options.
  • Has better horizontal range than the animation suggests, which can lead to punishes at close range.
  • While it can whiff on crouchers at further ranges, it also forces stand on hit, which makes linking into 6B consistent.
  • Orochi Shermie's hurtbox extends during this move, making it prone to trading if timed poorly.

Crouch D

crouch D
2D
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.
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 Low special 9 4 21 SKD (24: Tech / 51: Non-tech) -6 - 70 120
  • A sweep that looks like it goes way too high to hit someone's feet, but will.
  • Can be whiff-cancelled.
  • Shrinks Orochi Shermie's hurtbox very close to the ground, allowing her to low profile high fireballs such as Robert's Ryuu-Geki Ken.

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 hop

40 High - 5 7 1 on ground - - - 30 50

jump jump

45 High - 5 7 1 on ground - - - 30 60
  • A swipe above Orochi Shermie's head.
  • Not very useful. j.B and j.CD are both better air-to-air answers than this move.

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 hop

40 High - 5 11 1 on ground - - - 30 50

jump jump

45 High - 5 11 1 on ground - - - 30 60
  • Orochi Shermie lifts her knee up in the air.
  • Can cross up (though not her best tool for that).
  • Same startup as j.A, but with a bigger hitbox, which makes it a great air-to-air option.

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 hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 6 1 on ground - - - 70 120
  • Orochi Shermie performs an elbow drop.
  • An integral part of Orochi Shermie's offense, thanks to its fantastic hitbox coupled with the ability to cross up.
  • Shrinks Orochi Shermie's hurtbox vertically, allowing her to avoid high fireballs during hops.

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 hop

70 High - 7 9 1 on ground - - - 70 100

jump jump

70 High - 7 9 1 on ground - - - 70 120
  • A standard-looking jumping kick.
  • Can cross up (although not as good for this purpose as j.C).
  • Decent hitbox, can be used as a jump in or as an aerial poke.

Neutral Jump D

neutral jump D
nj.D
nj.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

jump jump

70 High - 7 9 1 on ground - - - 70 120
  • A dropkick with Orochi Shermie's flamboyant flair.
  • Can only be done from a neutral jump - NOT from a neutral hop.
  • Has good range but only being able to be used from a neutral jump limits its use as a poke.
  • This does shrink Orochi Shermie's hurtbox, giving it some potential at avoiding anti-airs.

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 11 8 17 Wall Splat - HKD (gnd) (75 to 91) +1 - 100 160
  • Orochi Shermie steps forward and does a very high kick.
  • The horizontal range on this is abysmal, but the vertical range is quite nice and can be used to call out hops or jumps.
  • The forward movement lets Orochi Shermie whiff cancel it to extend the range of her specials, but the start-up before she can cancel this is considerably long.
  • If Orochi Shermie juggles into this to end a combo, she gets a safe jump by hopping immediately.
  • Plus on block, though Orochi Shermie is not left in a range to where she can easily take advantage of it.

ShatterStrike

Shatterstrike
236CD
236CD

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 - 15 6 27 Crumple - HKD (+93) -10 Full Body Armor: 4 to 14 (11 frames) 0 200
  • Not the best Shatterstrike for the ground, but ok as an anti-air.
  • The forward movement will mean you need to space this properly, as it's possible to go under an airborne opponent.
  • Due to the poor horizontal range, it only works in cancels after 6B.

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 hop

80 Mid - 13 5 1 on ground SKD - - 80 120

jump jump

90 Mid - 13 9 1 on ground SKD - - 80 140
  • A wider dropkick than j.D.
  • Can cross up.
  • One of Orochi Shermie's best buttons in neutral and a great way to fish for knockdowns.
  • Just like j.C, this move shrinks her hurtbox vertically and lets her hop over projectiles.

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
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

cl.AA cl.AA

48 (25+25) Mid - 5 3 - -6 -8 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 13 3 - -2 -4 - 30 180 (60+60+60)
  • Placeholder

Throws

Bakurai

Bakurai
(close) 4/6C
(close) 4/6C

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
100 N/A - 1 1 0 HKD (52) Unblockable - 0 -
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Front Flash

Gekirai
(close) 4/6D
(close) 4/6D

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.
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
100 N/A - 1 1 0 HKD (52) Unblockable - 0 -
  • Placeholder

Command Moves

Kourai

Kourai
6B
6B

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

regular regular

70 High super 23 5 16 -0 -2 - 80 110

cancel cancel

70 (50+20) Mid special 17 4 (2) 5 16 0 -2 - 40 (20+20) 80 (40+40)

Orochi Shermie does a forward-moving cartwheel kick, hitting the opponent on the way. A move with varying utility, depending on the version done.

Regular version

  • The regular version refers to when the move is done on its own.
  • Hits once and overhead.
  • Decent mixup option if you have the meter to capitalize on it, be it via Quick Max activation or super cancel.

Cancel version

  • The cancel version refers to when the move is done as a linker after normals (example: cl.C > 6B).
  • Hits twice, but loses the overhead property (i.e. it can be crouch blocked).
  • Only the first hit is special-cancellable. Both hits can be super-cancelled.
  • The forward movement makes her combos very consistent, especially if you have meter to cancel into EX Accel Spin Kick afterwards.

Jinrai

Jinrai
6A
6A

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
50 Mid special 18 [15] 4 17 0 -2 - 30 -
  • Placeholder

Special Moves

Yatanagi no Muchi

Yatanagi no Muchi
214A/C/AC
214A/C/AC

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

A A

70 Mid super 16 Projectile (27) 33 -7~+17 -9~+15 - 40 -

C C

96 (30+70) Mid super 12 4 (4) Full Screen Projectile 40 SKD (+33~+60) -10~+14 - 40 (20+20) -

AC AC

104 (30+40+40) Mid - 12 4 (4) Full Screen Projectile 35 Juggle - SKD(+48~+71) -2~+20 - 0 -
  • Placeholder

Shajitsu no Odori

Shajitsu no Odori
214B/D/BD
214B/D/BD

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

B B

90 Mid super 15 5 16 Juggle - SKD (36: Tech / 76: Non-tech) - Close -2 - 60 -

D D

120 Mid super 24 5 19 HKD (+55) -3 - 60 -

BD BD

97 (50+50) Mid - 12 5 (21) 5 21 Ground Bounce - HKD (73) -9 - 0 -
  • Placeholder

Mugetsu no Raiun

Mugetsu no Raiun
41236A/B/C/D/AC/BD
41236A/B/C/D/AC/BD

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

A A

90 Mid - 28 Projectile (35) 22 (After the first frame of projectile.) +2 +4 - 40 -

B B

90 Mid - 28 Projectile (35) 22 (After the first frame of projectile.) +2 +4 - 40 -

C C

90 Mid - 28 Projectile (35) 22 (After the first frame of projectile.) +2 +4 - 40 -

D D

90 Mid - 28 Projectile (35) 22 (After the first frame of projectile.) +2 +4 - 40 -

AC AC

90 Mid - 21 Full Screen Projectile 33 +7~+26 -9~+24 - 0 -

BD BD

90 Mid - 21 Projectile 33 +7~+26 -9~+24 - 0 -
  • Placeholder

Raijin no Tsue

Raijin no Tsue
j236B/D/BD
j236B/D/BD

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

B B

100 Mid super 20 9 18 on ground Juggle - SKD (+25~+33) -10~-4 - 60 -

D D

120 Mid super 28 9 13 on ground HKD (+40~+50) -5~+5 - 60 -

BD BD

120 Mid - 20 9 30 Ground Bounce - HKD (+72~+79) -23~-16 - 0 -
  • Placeholder

Super Special Moves

Ankoku Raiko Ken

Ankoku Raikou Ken
236236P/AC
236236P/AC


NO IMAGE FOUND

No results

AC AC

346 (40*2+28*7+70) - - 6 30 46 HKD (+57) -28 Full Body: 1 to 23 (23 Frames) 0 -
  • Placeholder

Shukumei, Genei, Shinshi

Shukumei, Genei, Shinshi
236236K/BD (air ok)
236236K/BD (air ok)

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

B or D B or D

180 - - 12 18 44 HKD (+44) -47 (Close) to -32 (Max Range) Full Body: 1 to 3 (3 Frames) / Projectile Invincibility: 4 to 33 (30 Frames) 0 -

BD BD

330 - - 10 18 53 HKD (+35) -56 (Close) to -41 (Max Range) Full Body: 1 to 7 (7 Frames) Projectile Invincibility: Travels Full Screen 0 -

B or D (air) B or D (air)

180 - - 12 18 21 on ground HKD (+38~+55) -52~-36 Full Body: 1 to 3 (3 Frames) / Projectile Invincibility: 4 to 33 (30 Frames) 0 -

BD (air) BD (air)

330 - - 10 18 22 on ground HKD (+29~+45) -62~-46 Full Body: 1 to 7 (7 Frames) Projectile Invincibility: Travels Full Screen 0 -
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Climax Super Special Moves

Raijin no Sabaki

Raijin no Sabaki
2141236CD
2141236CD

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
440 (20+35*12) Min: 214 - - 10 Diagonal Projectile 55 HKD (+31) -45 Full Body: 1 to 25 (25 Frames) 0 -
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The King of Fighters XV

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